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)
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 __display_role(self, item, column): if column == 0: return MOD_TYPES[item.type] if item.type else None if column == 1: return item.dtl or ( MOD_DTLS[item.type][1] if item.type in MOD_DTLS else None ) if column == 2: return rules.format_rtk_t(item.value) if column == 3: return item.reason return None
def load_modifier(self, item): # modifier's types cur_idx = -1 for mk in models.MOD_TYPES.iterkeys(): if mk == 'none': continue self.cb_modifier.addItem(models.MOD_TYPES[mk], mk) if item and mk == item.type: cur_idx = self.cb_modifier.count() - 1 self.cb_modifier.setCurrentIndex(cur_idx) if item: self.tx_reason .setText( item.reason ) self.tx_value .setText( rules.format_rtk_t(item.value) ) self.tx_detail .setText( item.dtl or ( models.MOD_DTLS[item.type][1] if item.type in models.MOD_DTLS else None ) ) self.item = item
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