def export_body(self, io):
        m = self.model
        f = self.form
        fields = {}
        # WEAPONS

        count = min(10, len(m.get_weapons()))
        j = 0

        for weap in m.get_weapons()[0:count]:
            weap.base_atk = rules.format_rtk_t(rules.calculate_base_attack_roll(m, weap))
            weap.max_atk  = rules.format_rtk_t(rules.calculate_mod_attack_roll (m, weap))
            weap.base_dmg = rules.format_rtk_t(rules.calculate_base_damage_roll(m, weap))
            weap.max_dmg  = rules.format_rtk_t(rules.calculate_mod_damage_roll (m, weap))

            fields['WEAPON.TYPE.%d'  % j] = weap.name
            if weap.base_atk != weap.max_atk:
                fields['WEAPON.ATK.%d'   % j] = weap.base_atk + "/" + weap.max_atk
            else:
                fields['WEAPON.ATK.%d'   % j] = weap.base_atk
            if weap.base_dmg != weap.max_dmg:
                fields['WEAPON.DMG.%d'   % j] = weap.base_dmg + "/" + weap.max_dmg
            else:
                fields['WEAPON.DMG.%d'   % j] = weap.base_dmg
            fields['WEAPON.NOTES.%d' % j] = weap.desc
            j+=1

        # EXPORT FIELDS
        for k in fields.iterkeys():
            self.export_field(k, fields[k], io)
Example #2
0
 def update_from_model(self, model):
     self.clean()
     for w in model.weapons:
         if self.type in w.tags:
             # calculate weapon atk
             w.base_atk = rules.format_rtk_t(rules.calculate_base_attack_roll(model, w))
             w.max_atk  = rules.format_rtk_t(rules.calculate_mod_attack_roll (model, w))
             w.base_dmg = rules.format_rtk_t(rules.calculate_base_damage_roll(model, w))
             w.max_dmg  = rules.format_rtk_t(rules.calculate_mod_damage_roll (model, w))
             self.add_item(w)
    def export_npc(self, index, pc, fields ):

        def _af( name, value, idx = index ):
            fields['{}{}'.format(name, idx)] = str(value)


        clan_obj = dal.query.get_clan( self.dstore, pc.clan )
        if clan_obj:
            _af( "Clan", clan_obj.name )

        name = ""
        family_obj  = dal.query.get_family( self.dstore, pc.family )
        if family_obj:
            name = "{} {}".format( family_obj.name, pc.name )
        else:
            name = pc.name
        _af( "Name", name )

        sobj = dal.query.get_school( self.dstore, pc.get_school_id() )
        if sobj:
            _af("School", sobj.name)

        _af("Rank", pc.get_insight_rank())
        _af("Insight", pc.get_insight())
        _af("XP", pc.get_px())

        # rings
        _af("Earth", pc.get_ring_rank( models.RINGS.EARTH ) )
        _af("Air"  , pc.get_ring_rank( models.RINGS.AIR ) )
        _af("Water", pc.get_ring_rank( models.RINGS.WATER ) )
        _af("Fire" , pc.get_ring_rank( models.RINGS.FIRE ) )
        _af("Void" , pc.get_ring_rank( models.RINGS.VOID ) )

        # traits
        _af("Stamina"     , pc.get_attrib_rank( models.ATTRIBS.STAMINA ) )
        _af("Willpower"   , pc.get_attrib_rank( models.ATTRIBS.WILLPOWER ) )
        _af("Reflexes"    , pc.get_attrib_rank( models.ATTRIBS.REFLEXES ) )
        _af("Awareness"   , pc.get_attrib_rank( models.ATTRIBS.AWARENESS ) )
        _af("Strength"    , pc.get_attrib_rank( models.ATTRIBS.STRENGTH ) )
        _af("Perception"  , pc.get_attrib_rank( models.ATTRIBS.PERCEPTION ) )
        _af("Agility"     , pc.get_attrib_rank( models.ATTRIBS.AGILITY ) )
        _af("Intelligence", pc.get_attrib_rank( models.ATTRIBS.INTELLIGENCE ) )

        _af("Initiative", rules.format_rtk_t(pc.get_tot_initiative()) )
        _af("Armor"     , pc.get_cur_tn () )
        _af("Reduction" , pc.get_full_rd() )

        # HEALTH
        w_labels = ['Healthy', 'Nicked', 'Grazed',
                    'Hurt', 'Injured', 'Crippled',
                    'Down', 'Out']

        hl = [0]*8
        for i in range(0, 8):
            if i == 0: hl[i] = pc.get_health_rank(i)
            else: hl[i] = pc.get_health_rank(i) + hl[i-1]
            _af( w_labels[i], hl[i] )

        # WEAPONS
        melee_weapons = [ x for x in pc.get_weapons() if 'melee' in x.tags     ]
        range_weapons = [ x for x in pc.get_weapons() if 'ranged' in x.tags and 'melee' not in x.tags ]

        wl  = zigzag(melee_weapons, range_weapons)

        for i, weapon in enumerate( wl ):
            if i >= 2: break
            j = (index-1)*2 + i + 1
            _af( "Type"  , weapon.name, j )
            atk_roll = rules.format_rtk_t(rules.calculate_mod_attack_roll (pc, weapon))
            _af( "Attack", atk_roll, j )
            dmg_roll = rules.format_rtk_t(rules.calculate_mod_damage_roll (pc, weapon))
            _af( "Damage", atk_roll, j )
            _af( "Notes", weapon.desc, j )

        # OTHER TRAITS
        _af("Status" , pc.get_status() )
        _af("Honor"  , pc.get_honor () )
        _af("Glory"  , pc.get_glory () )
        _af("GloryTN", int(50 - pc.get_glory() * 5) )

        # SKILLS
        skills = self.get_skills_sorted( pc, lambda x: x['rank'] )
        # divide in 5 lists
        skill_per_line = max( 5, len(skills) / 5 )

        # offset
        off = 0

        for i in range(0, 5):
            sks = []
            if i == 4:
                sks = skills[ off: ]
            else:
                sks = skills[ off:off+skill_per_line ]

            if len( sks ) == 0: break

            skill_line = ', '.join( [ self.fmt_skill_line(x) for x in sks ] )

            fn = "Skill  Rank Emphases {}".format(i+1)
            if index > 1:
                fn += "_2"

            fields[fn] = skill_line

            off += skill_per_line