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