charasheet/src/character/models/character.py

355 lines
11 KiB
Python

import collections
from collections.abc import Iterable
import markdown
from django.db import models
from django.db.models import Q
from django.db.models.functions import Lower
from django.urls import reverse
from django_extensions.db.models import TimeStampedModel
from character.models import Capability, Path
from character.models.dice import Dice
from character.models.equipment import Weapon
from common.models import DocumentedModel, UniquelyNamedModel
class Profile(DocumentedModel, UniquelyNamedModel, TimeStampedModel, models.Model):
class MagicalStrength(models.TextChoices):
NONE = "NON", "Aucun"
INTELLIGENCE = "INT", "Intelligence"
WISDOM = "SAG", "Sagesse"
CHARISMA = "CHA", "Charisme"
class ManaMax(models.IntegerChoices):
NO_MANA = 0, "Pas de mana"
LEVEL = 1, "1 x niveau + mod. magique"
DOUBLE_LEVEL = 2, "2 x niveau + mod. magique"
magical_strength = models.CharField(
max_length=3,
choices=MagicalStrength.choices,
default=MagicalStrength.NONE,
verbose_name="force magique",
)
life_dice = models.PositiveSmallIntegerField(
choices=Dice.choices, verbose_name="dé de vie"
)
mana_max_compute = models.PositiveSmallIntegerField(
choices=ManaMax.choices, verbose_name="calcul mana max", default=ManaMax.NO_MANA
)
notes = models.TextField(blank=True, verbose_name="notes")
class Meta(UniquelyNamedModel.Meta, TimeStampedModel.Meta):
verbose_name = "Profil"
verbose_name_plural = "Profils"
class Race(DocumentedModel, UniquelyNamedModel, TimeStampedModel, models.Model):
class Meta(UniquelyNamedModel.Meta, TimeStampedModel.Meta):
verbose_name = "Race"
verbose_name_plural = "Races"
class HarmfulState(DocumentedModel, UniquelyNamedModel, TimeStampedModel, models.Model):
description = models.TextField()
icon_url = models.URLField()
class Meta(UniquelyNamedModel.Meta, TimeStampedModel.Meta):
verbose_name = "État préjudiciable"
verbose_name_plural = "États préjudiciables"
def modifier(value: int) -> int:
if not value:
return 0
if 1 < value < 10:
value -= 1
value -= 10
return int(value / 2)
class CharacterManager(models.Manager):
def get_by_natural_key(self, name: str, player_id: int):
return self.get(name=name, player_id=player_id)
class CharacterQuerySet(models.QuerySet):
def managed_by(self, user):
from party.models import Party
return self.filter(
Q(player=user) | Q(parties__in=Party.objects.managed_by(user))
)
def owned_by(self, user):
return self.filter(player=user)
DEFAULT_NOTES = """
#### Traits personnalisés
#### Objectifs
#### Langages
#### Historique
#### Handicaps
#### Alignement
#### Relations
#### Religion
""".lstrip()
class Character(models.Model):
class Gender(models.TextChoices):
MALE = "M", "Mâle"
FEMALE = "F", "Femelle"
OTHER = "O", "Autre"
name = models.CharField(max_length=100, verbose_name="nom")
player = models.ForeignKey(
"common.User",
on_delete=models.CASCADE,
related_name="characters",
verbose_name="joueur",
)
race = models.ForeignKey(
"character.Race",
on_delete=models.PROTECT,
related_name="characters",
verbose_name="race",
)
profile = models.ForeignKey(
"character.Profile",
on_delete=models.PROTECT,
related_name="characters",
verbose_name="profil",
)
level = models.PositiveSmallIntegerField(verbose_name="niveau", default=1)
gender = models.CharField(
max_length=1, choices=Gender.choices, default=Gender.OTHER, verbose_name="genre"
)
age = models.PositiveSmallIntegerField(verbose_name="âge")
height = models.PositiveSmallIntegerField(verbose_name="taille")
weight = models.PositiveSmallIntegerField(verbose_name="poids")
value_strength = models.PositiveSmallIntegerField(verbose_name="valeur force")
value_dexterity = models.PositiveSmallIntegerField(verbose_name="valeur dextérité")
value_constitution = models.PositiveSmallIntegerField(
verbose_name="valeur constitution"
)
value_intelligence = models.PositiveSmallIntegerField(
verbose_name="valeur intelligence"
)
value_wisdom = models.PositiveSmallIntegerField(verbose_name="valeur sagesse")
value_charisma = models.PositiveSmallIntegerField(verbose_name="valeur charisme")
health_max = models.PositiveSmallIntegerField(verbose_name="points de vie max")
health_remaining = models.PositiveSmallIntegerField(
verbose_name="points de vie restants"
)
racial_capability = models.ForeignKey(
"character.RacialCapability",
on_delete=models.PROTECT,
related_name="characters",
verbose_name="capacité raciale",
)
weapons = models.ManyToManyField(
"character.Weapon", blank=True, verbose_name="armes"
)
armor = models.PositiveSmallIntegerField(verbose_name="armure", default=0)
shield = models.PositiveSmallIntegerField(verbose_name="bouclier", default=0)
defense_misc = models.SmallIntegerField(verbose_name="divers défense", default=0)
initiative_misc = models.SmallIntegerField(
verbose_name="divers initiative", default=0
)
capabilities = models.ManyToManyField(
"character.Capability", blank=True, verbose_name="capacités"
)
equipment = models.TextField(blank=True, verbose_name="équipement")
luck_points_remaining = models.PositiveSmallIntegerField(
verbose_name="points de chance restants"
)
mana_remaining = models.PositiveSmallIntegerField(
default=0, verbose_name="mana restant"
)
money_pp = models.PositiveSmallIntegerField(default=0, verbose_name="PP")
money_po = models.PositiveSmallIntegerField(default=0, verbose_name="PO")
money_pa = models.PositiveSmallIntegerField(default=0, verbose_name="PA")
money_pc = models.PositiveSmallIntegerField(default=0, verbose_name="PC")
recovery_points_remaining = models.PositiveSmallIntegerField(
default=5, verbose_name="points de récupération restants"
)
notes = models.TextField(blank=True, verbose_name="notes", default=DEFAULT_NOTES)
damage_reduction = models.TextField(blank=True, verbose_name="réduction de dégâts")
states = models.ManyToManyField(HarmfulState, blank=True, related_name="characters")
objects = CharacterManager.from_queryset(CharacterQuerySet)()
class Meta:
verbose_name = "Personnage"
verbose_name_plural = "Personnages"
constraints = [
models.UniqueConstraint(
Lower("name"), "player", name="unique_character_player"
)
]
def __str__(self):
return self.name
def natural_key(self):
return (self.name, self.player_id)
def get_absolute_url(self):
return reverse("character:view", kwargs={"pk": self.pk})
@property
def modifier_strength(self) -> int:
return modifier(self.value_strength)
@property
def modifier_dexterity(self) -> int:
return modifier(self.value_dexterity)
@property
def modifier_constitution(self) -> int:
return modifier(self.value_constitution)
@property
def modifier_intelligence(self) -> int:
return modifier(self.value_intelligence)
@property
def modifier_wisdom(self) -> int:
return modifier(self.value_wisdom)
@property
def modifier_charisma(self) -> int:
return modifier(self.value_charisma)
@property
def modifier_initiative(self) -> int:
return self.modifier_dexterity + self.initiative_misc
@property
def attack_melee(self) -> int:
return self.level + self.modifier_strength
@property
def attack_range(self) -> int:
return self.level + self.modifier_dexterity
@property
def attack_magic(self) -> int:
return self.level + self.modifier_magic
@property
def modifier_magic(self) -> int:
modifier_map = {
Profile.MagicalStrength.INTELLIGENCE: self.modifier_intelligence,
Profile.MagicalStrength.WISDOM: self.modifier_wisdom,
Profile.MagicalStrength.CHARISMA: self.modifier_charisma,
Profile.MagicalStrength.NONE: 0,
}
return modifier_map.get(
Profile.MagicalStrength(self.profile.magical_strength), 0
)
@property
def defense(self) -> int:
return (
10 + self.armor + self.shield + self.modifier_dexterity + self.defense_misc
)
@property
def mana_max(self) -> int:
mana_max_compute = self.profile.mana_max_compute
if mana_max_compute == Profile.ManaMax.NO_MANA:
return 0
elif mana_max_compute == Profile.ManaMax.LEVEL:
return self.level + self.modifier_magic
else:
return 2 * self.level + self.modifier_magic
@property
def height_m(self) -> float:
return round(self.height / 100, 2)
@property
def imc(self) -> float:
return self.weight / (self.height_m**2)
@property
def recovery_points_max(self) -> int:
return 5
@property
def luck_points_max(self) -> int:
return 3 + self.modifier_charisma
@property
def health_remaining_percent(self) -> float:
if self.health_max == 0:
return 0
return self.health_remaining / self.health_max * 100
@property
def mana_remaining_percent(self) -> float:
if self.mana_max == 0:
return 0
return self.mana_remaining / self.mana_max * 100
def get_modifier_for_weapon(self, weapon: Weapon) -> int:
modifier_map = {
Weapon.Category.RANGE: self.modifier_dexterity,
Weapon.Category.MELEE: self.modifier_strength,
Weapon.Category.NONE: 0,
}
return modifier_map.get(Weapon.Category(weapon.category), 0) + self.level
def get_capabilities_by_path(self) -> dict[Path, list[Capability]]:
capabilities_by_path = collections.defaultdict(list)
for capability in self.capabilities.all():
capabilities_by_path[capability.path].append(capability)
return dict(
sorted(
(
(path, sorted(capabilities, key=lambda x: x.rank))
for path, capabilities in capabilities_by_path.items()
),
key=lambda x: x[0].name,
)
)
def get_formatted_notes(self) -> str:
md = markdown.Markdown(extensions=["extra", "nl2br"])
return md.convert(self.notes)
def get_missing_states(self) -> Iterable[HarmfulState]:
return HarmfulState.objects.exclude(
pk__in=self.states.all().values_list("pk", flat=True)
)
def managed_by(self, user):
return self in Character.objects.managed_by(user)