django-exalted/app/models.py
2020-04-11 14:55:45 +01:00

517 lines
16 KiB
Python

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", "Exploding"),
("DISAPPEARING", "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(models.CharField):
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, "DOUBLE")
def listDice(self):
listDice = [
self.r01,
self.r02,
self.r03,
self.r04,
self.r05,
self.r06,
self.r07,
self.r08,
self.r09,
self.r10,
]
listSuccess = []
listDouble = []
listExploding = []
listDisappearing = []
listSubtracting = []
for die in listDice:
if die == "SUCCESS":
listSuccess.append(die.number)
elif die == "DOUBLE":
listDouble.append(die.number)
elif die == "EXPLODING":
listExploding.append(die.number)
elif die == "DISAPPEARING":
listDisappearing.append(die.number)
elif die == "SUBTRACTING":
listSubtracting.append(die.number)
return listSuccess, listDouble, listExploding, listDisappearing, listSubtracting
def roll(self, pool=1):
listSuccess, listDouble, listExploding, listDisappearing, listSubtracting = self.listDice()
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 listExploding:
listExploded.append(die)
die = 0
if die in listDisappearing:
listDisappeared.append(die)
die = 0
for die in listRoll + listExploded:
if die in listSuccess:
successes += 1
elif die in listDouble:
successes += 2
elif 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