from django.db import models import multiselectfield from random import randint from math import ceil #==============================================================================# #-------------------------------- OPTION LISTS --------------------------------# #==============================================================================# ATTRIBUTES = [ ( "Physical", ( ("STR", "Srength"), ("DEX", "Dexterity"), ("STA", "Stamina"), ), ), ( "Social", ( ("CHA", "Charisma"), ("MAN", "Manipulation"), ("APP", "Appearance"), ), ), ( "Mental", ( ("PER", "Perception"), ("INT", "Intelligence"), ("WIT", "Wits"), ), ), ] ABILITIES = [ ( "War", ( ("ARCHERY", "Archery"), ("ATHLETICS", "Athletics"), ("AWARENESS", "Awareness"), ("BRAWL", "Brawl"), ("DODGE", "Dodge"), ("INTEGRITY", "Integrity"), ("MELEE", "Melee"), ("RESISTANCE", "Resistance"), ("THROWN", "Thrown"), ("WAR", "War"), ), ), ( "Life", ( ("CRAFT", "Craft"), ("LARCENY", "Larceny"), ("LINGUISTICS", "Linguistics"), ("PERFORMANCE", "Performance"), ("PRESENCE", "Presence"), ("RIDE", "Ride"), ("SAIL", "Sail"), ("SOCIALISE", "Socialise"), ("STEALTH", "Stealth"), ("SURVIVAL", "Survival"), ), ), ( "Wisdom", ( ("BUREAUCRACY", "Bureaucracy"), ("INVESTIGATION", "Investigation"), ("LORE", "Lore"), ("MEDICINE", "Medicine"), ("OCCULT", "Occult"), ), ), ] STATICS = [ ("SOAK NATURAL", "Natural Soak"), ("SOAK ARMORED", "Armored Soak"), ("SOAK TOTAL", "Total Soak"), ("HARDNESS", "Hardness"), ("PARRY", "Parry"), ("EVASION", "Evasion"), ("RESOLVE", "Resolve"), ("GUILE", "Guile"), ("RUSH", "Rush"), ("DISENGAGE", "Disengage"), ("JOIN BATTLE", "Join Battle"), ] CATEGORIES = [ ("L", "Light"), ("M", "Medium"), ("H", "Heavy"), ] TAGS_WEAPONS = [ ( "General", ( ("ONE HANDED", "One Handed"), ("TWO HANDED", "Two Handed"), ("BASHING", "Bashing"), ("CONCEALABLE", "Concealable"), ("LETHAL", "Lethal"), ("MOUNTED", "Mounted"), ("PIERCING", "Piercing"), ("SPECIAL", "Special"), ), ), ( "Melee", ( ("MELEE", "Melee"), ("BALANCED", "Balanced"), ("BRAWL", "Brawl"), ("CHOPPING", "Chopping"), ("DISARMING", "Disarming"), ("FLEXIBLE", "Flexible"), ("IMPROVISED", "Improvised"), ("GRAPPLING", "Grappling"), ("MARTIAL ARTS", "Martial Arts"), ("NATURAL", "Natural"), ("REACHING", "Reaching"), ("SHIELD", "Shield"), ("SMASHING", "Smashing"), ("WORN", "Worn"), ), ), ( "Thrown", ( ("THROWN", "Occult"), ("CUTTING", "Cutting"), ("POISONABLE", "Poisonable"), ("SUBTLE", "Subtle"), ), ), ( "Archery", ( ("ARCHERY", "Archery"), ("CROSSBOW", "Crossbow"), ("FLAME", "Flame"), ("POWERFUL", "Powerful"), ("SLOW", "Slow"), ), ), ] TAGS_ARMOR = [ ("BUOYANT", "Buoyant"), ("CONCEALABLE", "Concealable"), ("SILENT", "Silent"), ] INTENSITIES = [ ("MINOR", "Minor"), ("MAJOR", "Major"), ("DEFINING", "Defining"), ] DIE_TYPES = [ ("NONE", "None"), ("SUCCESS", "Success"), ("DOUBLE", "Double"), ("EXPLODING_DISAPPEARING", "Exploding / Disappearing"), ("SUBTRACTING", "Subtracting") ] #==============================================================================# #------------------------------- CUSTOM MODELS --------------------------------# #==============================================================================# class NameField(models.CharField): def __init__(self, *args, **kwargs): kwargs['verbose_name'] = "Name" kwargs['blank'] = False kwargs['max_length'] = 100 super().__init__(*args, **kwargs) class DescriptionField(models.TextField): def __init__(self, *args, **kwargs): kwargs['verbose_name'] = "Description" kwargs['blank'] = True kwargs['max_length'] = 1000 super().__init__(*args, **kwargs) class DotField(models.IntegerField): def __init__(self, verbose_name, *args, **kwargs): kwargs['verbose_name'] = verbose_name kwargs['blank'] = False kwargs['default'] = 0 super().__init__(*args, **kwargs) class SingleChoiceField(models.CharField): def __init__(self, verbose_name, choices, *args, **kwargs): kwargs['verbose_name'] = verbose_name kwargs['choices'] = choices kwargs['blank'] = True kwargs['max_length'] = 100 super().__init__(*args, **kwargs) class MultiChoiceField(multiselectfield.MultiSelectField): def __init__(self, verbose_name, choices, *args, **kwargs): kwargs['verbose_name'] = verbose_name kwargs['choices'] = choices kwargs['blank'] = True kwargs['max_length'] = 100 super().__init__(*args, **kwargs) class NamedIntegerField(models.IntegerField): def __init__(self, verbose_name, desc=None, *args, **kwargs): kwargs['verbose_name'] = verbose_name kwargs['help_text'] = desc kwargs['blank'] = False kwargs['default'] = 0 super().__init__(*args, **kwargs) class NamedCharField(models.CharField): def __init__(self, verbose_name, *args, **kwargs): kwargs['verbose_name'] = verbose_name kwargs['blank'] = False kwargs['max_length'] = 100 super().__init__(*args, **kwargs) class DieField(multiselectfield.MultiSelectField): def __init__(self, verbose_name, number, default, *args, **kwargs): self.number = number kwargs['verbose_name'] = verbose_name kwargs['default'] = default kwargs['choices'] = DIE_TYPES kwargs['blank'] = False kwargs['max_length'] = 100 super().__init__(*args, **kwargs) def deconstruct(self): name, path, args, kwargs = super().deconstruct() kwargs['number'] = self.number return name, path, args, kwargs class NamedBooleanField(models.BooleanField): def __init__(self, verbose_name, default=False, *args, **kwargs): kwargs['verbose_name'] = verbose_name kwargs['default'] = default kwargs['blank'] = False super().__init__(*args, **kwargs) class NamedForeignKeyField(models.ForeignKey): def __init__(self, verbose_name, *args, **kwargs): kwargs['verbose_name'] = verbose_name kwargs['on_delete'] = models.CASCADE kwargs['blank'] = True kwargs['null'] = True super().__init__(*args, **kwargs) class NamedManyToManyField(models.ManyToManyField): def __init__(self, verbose_name, *args, **kwargs): kwargs['verbose_name'] = verbose_name kwargs['blank'] = True super().__init__(*args, **kwargs) class NamedOneToOneField(models.OneToOneField): def __init__(self, verbose_name, *args, **kwargs): kwargs['verbose_name'] = verbose_name kwargs['on_delete'] = models.CASCADE kwargs['blank'] = True kwargs['null'] = True super().__init__(*args, **kwargs) #==============================================================================# #-------------------------------- DICE ROLLING --------------------------------# #==============================================================================# class rollConfiguration(models.Model): r01 = DieField("1s", 1, ["NONE"]) r02 = DieField("2s", 2, ["NONE"]) r03 = DieField("3s", 3, ["NONE"]) r04 = DieField("4s", 4, ["NONE"]) r05 = DieField("5s", 5, ["NONE"]) r06 = DieField("6s", 6, ["NONE"]) r07 = DieField("7s", 7, ["SUCCESS"]) r08 = DieField("8s", 8, ["SUCCESS"]) r09 = DieField("9s", 9, ["SUCCESS"]) r10 = DieField("10s", 10, ["SUCCESS", "DOUBLE"]) def roll(self, pool=1): listDice = [ self.r01, self.r02, self.r03, self.r04, self.r05, self.r06, self.r07, self.r08, self.r09, self.r10, ] listSuccess, listDouble, listExplodingDisappearing, listSubtracting = [], [], [], [] for die in listDice: if "SUCCESS" in die: listSuccess.append(die.number) if "DOUBLE" in die: listDouble.append(die.number) if "EXPLODING_DISAPPEARING" in die: listExplodingDisappearing.append(die.number) if "SUBTRACTING" in die: listSubtracting.append(die.number) successes = 0 listExploded, listDisappeared = [], [] listRoll = [0 for die in range(pool)] while 0 in listRoll: for die in listRoll: if die == 0: die = randint(1, 10) if die in listExplodingDisappearing: if die in listSuccess: listExploded.append(die) else: listDisappeared.append(die) die = 0 for die in listRoll + listExploded: if die in listSuccess: successes += 1 if die in listDouble: successes += 1 if die in listSubtracting: successes -= 1 if successes < 0: successes = 0 botch = (successes == 0) and (1 in listRoll) return successes, botch, listRoll, listExploded, listDisappeared #==============================================================================# #--------------------------------- MODIFIERS ----------------------------------# #==============================================================================# class modifierBase(models.Model): class Meta: abstract = True value = NamedIntegerField("Modifier Value") class modifierAttribute(modifierBase): def __str__(self): return "{} [{}]".format(self.attribute, self.value) attribute = SingleChoiceField("Attribute", ATTRIBUTES) class modifierAbility(modifierBase): def __str__(self): return "{} [{}]".format(self.ability, self.value) ability = SingleChoiceField("Ability", ABILITIES) class modifierStatic(modifierBase): def __str__(self): return "{} [{}]".format(self.static, self.value) static = SingleChoiceField("Static", STATICS) #==============================================================================# #--------------------------------- CHARACTERS ---------------------------------# #==============================================================================# class characterBase(models.Model): def __str__(self): return self.name #============ GENERAL =============# name = NameField() #=========== ATTRIBUTES ===========# strength = DotField("Strength") dexterity = DotField("Dexterity") stamina = DotField("Stamina") charisma = DotField("Charisma") manipulation = DotField("Manipulation") appearance = DotField("Apperance") perception = DotField("Perception") intelligence = DotField("Intelligence") wits = DotField("Wits") #=========== ABILITIES ============# archery = DotField("Archery") athletics = DotField("Athletics") awareness = DotField("Awareness") brawl = DotField("Brawl") bureaucracy = DotField("Bureaucracy") craft = DotField("Craft") dodge = DotField("Dodge") integrity = DotField("Integrity") investigation = DotField("Investigation") larceny = DotField("Larceny") linguistics = DotField("Linguistics") lore = DotField("Lore") martialArts = DotField("MartialArts") medicine = DotField("Medicine") melee = DotField("Melee") occult = DotField("Occult") performance = DotField("Performance") presence = DotField("Presence") resistance = DotField("Resistance") ride = DotField("Ride") sail = DotField("Sail") socialize = DotField("Socialize") stealth = DotField("Stealth") survival = DotField("Survival") thrown = DotField("Thrown") war = DotField("War") #============= MERITS =============# # Reverse relation # .merit_set.all() #=========== WILLPOWER ============# willpowerCap = 10 willpowerMax = NamedIntegerField("Maximum Willpower") willpower = NamedIntegerField("Current Willpower") #=========== EXPERIENCE ===========# experienceTotal = NamedIntegerField("Total Experience") experience = NamedIntegerField("Current Experience") #============ WEAPONS =============# # Reverse relation # .itemWeaponMelee_set.all() # .itemWeaponRanged_set.all() #============= ARMOR ==============# # Reverse relation # .itemArmor_set.all() #============= ITEMS ==============# # Reverse relation # .item_set.all() #============= HEALTH =============# health0 = NamedIntegerField("'-0' Health Levels") health1 = NamedIntegerField("'-1' Health Levels") health2 = NamedIntegerField("'-2' Health Levels") healthIndex = NamedIntegerField("Health Track Index") def healthTrack(self): return ["Healthy"] + ["-0" for i in range(self.health0)] + ["-1" for i in range(self.health1)] + ["-1" for i in range(self.health1)] + ["-4", "i"] def healthLevel(self): return self.healthTrack()[self.healthIndex] #============ STATICS =============# def resolve(self, speciality=None, mod=0): if self.charmsActive(): mod += sum([]) if speciality: mod += specility.modifier return mod + ceil((self.wits + self.integrity) / 2) def guile(self, speciality=None, mod=0): if self.charmsActive(): mod += sum([]) if speciality: mod += specility.modifier return mod + ceil((self.manipulation + self.socialize) / 2) def soakNatural(self, mod=0): if self.charmsActive(): mod += sum([]) return mod + self.stamina def soakArmored(self, mod=0): if self.armorEquipped.all(): mod += sum([]) return mod def soakTotal(self, mod=0): return mod + self.soakNatural() + self.soakArmored() def hardness(self, mod=0): if self.armorEquipped.all(): mod += sum([]) if self.charmsActive(): mod += sum([]) return mod def joinBattle(self, mod=0): if self.charmsActive(): mod += sum([]) return mod + self.wits + self.awareness + 3 def evasion(self, mod=0): if self.charmsActive(): mod += sum([]) return mod + ceil((self.dexterity + self.dodge) / 2) - sum([]) def rush(self, mod=0): if self.charmsActive(): mod += sum([]) return mod + self.dexterity + self.athletics def disengage(self, mod=0): if self.charmsActive(): mod += sum([]) return mod + self.dexterity + self.dodge class characterExaltBase(characterBase): class Meta: abstract = True #============ ESSENCE =============# #============= LIMIT ==============# #======= EXALTED EXPERIENCE =======# #============= CHARMS =============# pass class characterExaltSolar(characterExaltBase): #============ SUPERNAL ============# pass class characterExaltLunar(characterExaltBase): #========= SHAPESHIFTING ==========# pass #==============================================================================# #----------------------------------- ITEMS ------------------------------------# #==============================================================================# class itemBase(models.Model): class Meta: abstract = True def __str__(self): return self.name name = NameField() description = DescriptionField() character = NamedForeignKeyField("Character", characterBase) class item(itemBase): pass #==============================================================================# #---------------------------------- WEAPONS -----------------------------------# #==============================================================================# class itemWeaponBase(itemBase): class Meta: abstract = True equipped = NamedBooleanField("Equipped?") category = SingleChoiceField("Category", CATEGORIES) tags = MultiChoiceField("Tags", TAGS_WEAPONS) accuracy = NamedIntegerField("Accuracy") damage = NamedIntegerField("Damage") defense = NamedIntegerField("Defense") overwhelming = NamedIntegerField("Overwhelming") attunement = NamedIntegerField("Attunement") class itemWeaponMelee(itemWeaponBase): def attack(self, ability, mod=0, withering=True): if withering: return mod + ability + self.dexterity + weapon.accuracy else: return mod + ability + self.dexterity def parry(self, ability, mod=0): if self.character.charmsActive(): mod += sum([]) return mod + ceil((self.dexterity + ability) / 2) + weapon.defense class itemWeaponRanged(itemWeaponBase): rangeClose = NamedIntegerField("Close Range") rangeShort = NamedIntegerField("Short Range") rangeMedium = NamedIntegerField("Medium Range") rangeLong = NamedIntegerField("Long Range") rangeExtreme = NamedIntegerField("Extreme Range") def attack(self, ability, rangeBand, mod=0, withering=True): rangeBand = rangeBand.lower() if rangeBand == "close" or rangeBand == "c": rangeModifier = self.rangeClose elif rangeBand == "short" or rangeBand == "s": rangeModifier = self.rangeShort elif rangeBand == "medium" or rangeBand == "m": rangeModifier = self.rangeMedium elif rangeBand == "long" or rangeBand == "l": rangeModifier = self.rangeLong elif rangeBand == "extreme" or rangeBand == "e": rangeModifier = self.rangeExtreme else: rangeModifier = 0 if withering: return mod + rangeModifier + ability + self.dexterity + weapon.accuracy else: return mod + rangeModifier + ability + self.dexterity #==============================================================================# #----------------------------------- ARMOR ------------------------------------# #==============================================================================# class itemArmor(itemBase): equipped = NamedBooleanField("Equipped?") category = SingleChoiceField("Category", CATEGORIES) tags = MultiChoiceField("Tags", TAGS_ARMOR) soak = NamedIntegerField("Soak") hardness = NamedIntegerField("Hardness") mobilityPenalty = NamedIntegerField("Mobility Penalty") attunement = NamedIntegerField("Attunement") #==============================================================================# #----------------------------------- CHARMS -----------------------------------# #==============================================================================# class charm(models.Model): def __str__(self): return self.name name = NameField() description = DescriptionField() rollConfiguration = NamedManyToManyField("Roll Configurations", rollConfiguration) character = NamedForeignKeyField("Character", characterBase) active = NamedBooleanField("Active?") modifierAttribute = NamedManyToManyField("Attribute Modifiers", modifierAttribute) modifierAbility = NamedManyToManyField("Abilities Modifiers", modifierAbility) modifierStatic = NamedManyToManyField("Statics Modifiers", modifierStatic) def modifier(self, keyword): output = 0 for modifierAttribute in self.modifierAttribute.all(): if keyword == modifierAttribute.attribute: output += modifierAttribute.value for modifierAbility in self.modifierAbility.all(): if keyword == modifierAbility.ability: output += modifierAbility.value for modifierStatic in self.modifierStatic.all(): if keyword == modifierStatic.static: output += modifierStatic.value return #==============================================================================# #----------------------------------- MERITS -----------------------------------# #==============================================================================# class merit(models.Model): def __str__(self): return self.name name = NameField() description = DescriptionField() dots = DotField("Dots") character = NamedForeignKeyField("Character", characterBase) rollConfiguration = NamedManyToManyField("Roll Configurations", rollConfiguration) modifierAttribute = NamedManyToManyField("Attribute Modifiers", modifierAttribute) modifierAbility = NamedManyToManyField("Abilities Modifiers", modifierAbility) modifierStatic = NamedManyToManyField("Statics Modifiers", modifierStatic) #==============================================================================# #-------------------------------- SPECIALITIES --------------------------------# #==============================================================================# class speciality(models.Model): def __str__(self): return "[{}] {}".format(self.ability, self.name) modifier = 2 name = NameField() ability = SingleChoiceField("Ability", ABILITIES) character = NamedForeignKeyField("Character", characterBase) #==============================================================================# #--------------------------------- INTIMACIES ---------------------------------# #==============================================================================# class intimacyBase(models.Model): class Meta: abstract = True def __str__(self): return "[{}] {}".format(self.description, self.intensity) description = DescriptionField() intensity = SingleChoiceField("Intensity", INTENSITIES) character = NamedForeignKeyField("Character", characterBase) class intimacyTie(intimacyBase): target = NamedCharField("Target") class intimacyPrincipal(intimacyBase): pass