from django.db import models from polymorphic.models import PolymorphicModel import multiselectfield from random import randint from math import ceil #==============================================================================# #-------------------------------- OPTION LISTS --------------------------------# #==============================================================================# ATTRIBUTES = [ ( "Physical", ( ("STR", "Strength"), ("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(PolymorphicModel): def __str__(self): return self.name name = NameField() successesAuto = NamedIntegerField("Auto-Successes") 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, successesStunt=0): 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 = self.successesAuto + successesStunt 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(PolymorphicModel): value = NamedIntegerField("Modifier Value") class modifierAttribute(modifierBase): def __str__(self): return "{} [{}]".format(self.keyword, self.value) keyword = SingleChoiceField("Attribute", ATTRIBUTES) class modifierAbility(modifierBase): def __str__(self): return "{} [{}]".format(self.keyword, self.value) keyword = SingleChoiceField("Ability", ABILITIES) class modifierStatic(modifierBase): def __str__(self): return "{} [{}]".format(self.keyword, self.value) keyword = SingleChoiceField("Static", STATICS) #==============================================================================# #--------------------------------- CHARACTERS ---------------------------------# #==============================================================================# class characterBase(PolymorphicModel): def __str__(self): return self.name #======== MODIFIER METHODS ========# def effectModifier(self, keyword): modifier = 0 try: effects = self.effectBase_set.filter(active=True) for effect in effects: modifier += effect.modifier(keyword) except: pass return modifier #============ GENERAL =============# name = NameField() #=========== ATTRIBUTES ===========# strength = DotField("Strength") def attributeStrength(self): return self.strength + self.effectModifier("STRENGTH") dexterity = DotField("Dexterity") def attributeDexterity(self): return self.dexterity + self.effectModifier("DEXTERITY") stamina = DotField("Stamina") def attributeStamina(self): return self.stamina + self.effectModifier("STAMINA") charisma = DotField("Charisma") def attributeCharisma(self): return self.charisma + self.effectModifier("CHARISMA") manipulation = DotField("Manipulation") def attributeManipulation(self): return self.manipulation + self.effectModifier("MANIPULATION") appearance = DotField("Apperance") def attributeAppearance(self): return self.appearance + self.effectModifier("APPEARANCE") perception = DotField("Perception") def attributePerception(self): return self.perception + self.effectModifier("PERCEPTION") intelligence = DotField("Intelligence") def attributeIntelligence(self): return self.intelligence + self.effectModifier("INTELLIGENCE") wits = DotField("Wits") def attributeWits(self): return self.wits + self.effectModifier("WITS") #=========== ABILITIES ============# archery = DotField("Archery") def abilityArchery(self): return self.archery + self.effectModifier("ARCHERY") athletics = DotField("Athletics") def abilityAthletics(self): return self.athletics + self.effectModifier("ATHLETICS") awareness = DotField("Awareness") def abilityAwareness(self): return self.awareness + self.effectModifier("AWARENESS") brawl = DotField("Brawl") def abilityBrawl(self): return self.brawl + self.effectModifier("BRAWL") bureaucracy = DotField("Bureaucracy") def abilityBureaucracy(self): return self.bureaucracy + self.effectModifier("BUREAUCRACY") craft = DotField("Craft") def abilityCraft(self): return self.craft + self.effectModifier("CRAFT") dodge = DotField("Dodge") def abilityDodge(self): return self.dodge + self.effectModifier("DODGE") integrity = DotField("Integrity") def abilityIntegrity(self): return self.integrity + self.effectModifier("INTEGRITY") investigation = DotField("Investigation") def abilityInvestigation(self): return self.investigation + self.effectModifier("INVESTIGATION") larceny = DotField("Larceny") def abilityLarceny(self): return self.larceny + self.effectModifier("LARCENY") linguistics = DotField("Linguistics") def abilityLinguistics(self): return self.linguistics + self.effectModifier("LINGUISTICS") lore = DotField("Lore") def abilityLore(self): return self.lore + self.effectModifier("LORE") martialArts = DotField("MartialArts") def abilityMartialArts(self): return self.martialArts + self.effectModifier("MARTIAL ARTS") medicine = DotField("Medicine") def abilityMedicine(self): return self.medicine + self.effectModifier("MEDICINE") melee = DotField("Melee") def abilityMelee(self): return self.melee + self.effectModifier("MELEE") occult = DotField("Occult") def abilityOccult(self): return self.occult + self.effectModifier("OCCULT") performance = DotField("Performance") def abilityPerformance(self): return self.performance + self.effectModifier("PERFORMANCE") presence = DotField("Presence") def abilityPresence(self): return self.presence + self.effectModifier("PRESENCE") resistance = DotField("Resistance") def abilityResistance(self): return self.resistance + self.effectModifier("RESISTANCE") ride = DotField("Ride") def abilityRide(self): return self.ride + self.effectModifier("RIDE") sail = DotField("Sail") def abilitySail(self): return self.sail + self.effectModifier("SAIL") socialize = DotField("Socialize") def abilitySocialize(self): return self.socialize + self.effectModifier("SOCIALIZE") stealth = DotField("Stealth") def abilityStealth(self): return self.stealth + self.effectModifier("STEALTH") survival = DotField("Survival") def abilitySurvival(self): return self.survival + self.effectModifier("SURVIVAL") thrown = DotField("Thrown") def abilityThrown(self): return self.thrown + self.effectModifier("THROWN") war = DotField("War") def abilityWar(self): return self.war + self.effectModifier("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() def armorSoak(self): armor = None modifier = 0 try: armor = self.itemArmor_set.filter(equipped=True) except: pass if armor: for item in armor: modifier += item.soak return modifier def armorHardness(self): armor = None modifier = 0 try: armor = self.itemArmor_set.filter(equipped=True) except: pass if armor: for item in armor: modifier += item.hardness return modifier def armorMobilityPenalty(self): armor = None modifier = 0 try: armor = self.itemArmor_set.filter(equipped=True) except: pass if armor: for item in armor: modifier += item.mobilityPenalty return modifier #============= ITEMS ==============# # Reverse relation # .item_set.all() #============ ESSENCE =============# essence = NamedIntegerField("Essence") #============= 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): return mod + ceil((self.attributeWits() + self.abilityIntegrity()) / 2) + self.effectModifier("RESOLVE") def guile(self, speciality=None, mod=0): return mod + ceil((self.attributeManipulation() + self.abilitySocialize()) / 2) + self.effectModifier("GUILE") def soakNatural(self, mod=0): return mod + self.attributeStamina() + self.effectModifier("SOAK NATURAL") def soakArmored(self, mod=0): return mod + self.armorSoak() def soakTotal(self, mod=0): return mod + self.soakNatural() + self.soakArmored() def hardness(self, mod=0): return mod + self.armorHardness() + self.effectModifier("HARDNESS") def joinBattle(self, mod=0): return mod + self.attributeWits() + self.abilityAwareness() + 3 + self.effectModifier("JOIN BATTLE") def evasion(self, mod=0): return mod + ceil((self.attributeDexterity() + self.abilityDodge()) / 2) - self.armorMobilityPenalty() + self.effectModifier("EVASION") def rush(self, mod=0): return mod + self.attributeDexterity() + self.abilityAthletics() + self.effectModifier("RUSH") def disengage(self, mod=0): return mod + self.attributeDexterity() + self.abilityDodge() + self.effectModifier("DISENGAGE") class characterExaltBase(characterBase): #============= MOTES ==============# motesPersonalMax = NamedIntegerField("Maximum Personal Motes") motesPersonal = NamedIntegerField("Current Personal Motes") motesPeripheralMax = NamedIntegerField("Maximum Peripheral Motes") motesPeripheral = NamedIntegerField("Current Peripheral Motes") #============= LIMIT ==============# limitTrigger = models.TextField(verbose_name="Limit Trigger", blank="False", max_length=1000) limitBreak = NamedIntegerField("Limit Break") #======= EXALTED EXPERIENCE =======# experienceExaltedTotal = NamedIntegerField("Total Experience") experienceExalted = NamedIntegerField("Current Experience") class characterMortal(characterBase): pass class characterExaltSolar(characterExaltBase): #============= CHARMS =============# # Reverse relation # .charmSolar_set.all() #======= SUPERNAL & FAVORED =======# abilitySupernal = SingleChoiceField("Supernal Ability", ABILITIES) abilityFavored = MultiChoiceField("Favoured Abilities", ABILITIES) class characterExaltLunar(characterExaltBase): #========= SHAPESHIFTING ==========# # Reverse relation # .charmLunarShape_set.all() #============= CHARMS =============# # Reverse relation # .charmLunar_set.all() #============ FAVORED =============# attributeFavored = MultiChoiceField("Favoured Attributes", ATTRIBUTES) #==============================================================================# #----------------------------------- ITEMS ------------------------------------# #==============================================================================# class itemBase(PolymorphicModel): def __str__(self): return self.name name = NameField() description = DescriptionField() character = NamedForeignKeyField("Character", characterBase) class item(itemBase): pass #==============================================================================# #---------------------------------- WEAPONS -----------------------------------# #==============================================================================# class itemWeaponBase(itemBase): 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") #==============================================================================# #---------------------------------- EFFECTS -----------------------------------# #==============================================================================# class effectBase(PolymorphicModel): def __str__(self): return self.name name = NameField() description = DescriptionField() character = NamedForeignKeyField("Character", characterExaltSolar) active = NamedBooleanField("Active?") rollConfiguration = NamedManyToManyField("Roll Configurations", rollConfiguration) modifiers = NamedManyToManyField("Modifiers", modifierBase) def modifier(self, keyword): output = 0 for modifier in self.modifiers.all(): if keyword == modifier.keyword: output += modifier.value return output #==============================================================================# #----------------------------------- CHARMS -----------------------------------# #==============================================================================# class charmBase(effectBase): levelEssence = NamedIntegerField("Essence Level") class charmMartialArt(charmBase): levelKey = NamedIntegerField("Martial Arts Level") key = None class charmEvocation(charmBase): levelKey = 0 key = NamedForeignKeyField("Artifact", itemBase) class charmSolar(charmBase): levelKey = NamedIntegerField("Ability Level") key = SingleChoiceField("Key Ability", ABILITIES) class charmLunar(charmBase): levelKey = NamedIntegerField("Attribute Level") key = SingleChoiceField("Key Attribute", ATTRIBUTES) class charmLunarShape(charmBase): levelKey = 0 key = None #==============================================================================# #----------------------------------- MERITS -----------------------------------# #==============================================================================# class merit(effectBase): dots = DotField("Dots") #==============================================================================# #-------------------------------- SPECIALITIES --------------------------------# #==============================================================================# class speciality(effectBase): pass #==============================================================================# #--------------------------------- INTIMACIES ---------------------------------# #==============================================================================# class intimacyBase(PolymorphicModel): 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