from django.db import models import multiselectfield from random import randint #==============================================================================# #-------------------------------- 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 #==============================================================================# #-------------------------------- 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): attribute = SingleChoiceField("Attribute", ATTRIBUTES) class modifierAbility(modifierBase): ability = SingleChoiceField("Ability", ABILITIES) class modifierStatic(modifierBase): static = SingleChoiceField("Static", STATICS) #==============================================================================# #----------------------------------- ITEMS ------------------------------------# #==============================================================================# class itemBase(models.Model): class Meta: abstract = True name = NameField() description = DescriptionField() class item(itemBase): pass #==============================================================================# #---------------------------------- WEAPONS -----------------------------------# #==============================================================================# class itemWeaponBase(itemBase): class Meta: abstract = True 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): pass class itemWeaponRanged(itemWeaponBase): rangeClose = NamedIntegerField("Close Range") rangeShort = NamedIntegerField("Short Range") rangeMedium = NamedIntegerField("Medium Range") rangeLong = NamedIntegerField("Long Range") rangeExtreme = NamedIntegerField("Extreme Range") #==============================================================================# #----------------------------------- ARMOR ------------------------------------# #==============================================================================# class itemArmor(itemBase): 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): name = NameField() description = DescriptionField() # modifierAttribute # modifierAbility # modifierStatic # rollConfiguration #==============================================================================# #----------------------------------- MERITS -----------------------------------# #==============================================================================# class merit(models.Model): name = NameField() description = DescriptionField() dots = DotField("Dots") # modifierAttribute # modifierAbility # modifierStatic # rollConfiguration #==============================================================================# #-------------------------------- SPECIALITIES --------------------------------# #==============================================================================# class speciality(models.Model): modifier = 2 name = NameField() # ability #==============================================================================# #--------------------------------- INTIMACIES ---------------------------------# #==============================================================================# class intimacyBase(models.Model): class Meta: abstract = True description = DescriptionField() intensity = SingleChoiceField("Intensity", INTENSITIES) pass class intimacyTie(intimacyBase): target = NamedCharField("Target") pass class intimacyPrincipal(intimacyBase): pass #==============================================================================# #--------------------------------- CHARACTERS ---------------------------------# #==============================================================================# class characterBase(models.Model): class Meta: abstract = True #============ 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 ============# archey = 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 =============# #=========== WILLPOWER ============# #=========== EXPERIENCE ===========# #============ WEAPONS =============# #============= ARMOR ==============# #============= ITEMS ==============# #============= HEALTH =============# #============ STATICS =============# class characterExaltBase(characterBase): class Meta: abstract = True #============ ESSENCE =============# #============= LIMIT ==============# #======= EXALTED EXPERIENCE =======# #============= CHARMS =============# pass class characterMortal(characterBase): pass class characterExaltSolar(characterExaltBase): #============ SUPERNAL ============# pass class characterExaltLunar(characterExaltBase): #========= SHAPESHIFTING ==========# pass