const fs = require('fs'); const path = require('path'); const { playerHelpers } = require('../sqlite-db'); const armouryPath = path.join(__dirname, '..', '..', 'public', 'deathwatch-armoury.json'); const armoury = JSON.parse(fs.readFileSync(armouryPath, 'utf8')); function findItemByName(name) { const needle = String(name).toLowerCase(); for (const cat of Object.keys(armoury.items)) { const arr = armoury.items[cat]; if (Array.isArray(arr)) { let found = arr.find(i => String(i.name).toLowerCase() === needle); if (found) return found; found = arr.find(i => String(i.name).toLowerCase().includes(needle)); if (found) return found; } } return null; } (async function main(){ const name = 'claes'; const player = playerHelpers.getByName(name); if (!player) return console.error('Player not found', name); // Assault Marine (Brother Elyas) values inferred from screenshot const charName = 'Brother Elyas'; const characteristics = { ws: 44, bs: 46, s: 47, t: 44, ag: 48, int: 30, per: 41, wp: 41, fel: 37 }; const trained = [ 'Awareness (Per)', 'Common Lore (Int)', 'Dodge (Ag)', 'Intimidate (S)', 'Scholastic Lore (Int)', 'Guns (BS)', 'Melee (WS)' ]; const existingSkills = player.tabInfo && player.tabInfo.skills ? player.tabInfo.skills : []; const skillMap = {}; const canonical = [ 'Acrobatics (Ag)', 'Awareness (Per)', 'Charm (Fel)', 'Climb (S)', 'Command (Fel)', 'Common Lore (Int)', 'Deathwatch', 'Imperium', 'War', 'Dodge (Ag)', 'Forbidden Lore (Int)', 'Xenos', 'Intimidate (S)', 'Literacy (Int)', 'Medicae (Int)', 'Navigation (Int)', 'Pilot (Ag)', 'Scholastic Lore (Int)', 'Codex Astartes', 'Scrutiny (Per)', 'Search (Per)', 'Silent Move (Ag)', 'Speak Language (Int)', 'High Gothic', 'Low Gothic', 'Survival (Int)', 'Tactics (Int)', 'Tracking (Int)', 'Tech-Use (Int)' ]; for (const s of canonical) skillMap[s] = { trained: false, plus10:false, plus20:false }; for (const s of trained) { skillMap[s] = skillMap[s] || { trained: false, plus10:false, plus20:false }; skillMap[s].trained = true; } if (Array.isArray(existingSkills)) { for (const s of existingSkills) { if (!skillMap[s]) skillMap[s] = { trained:true, plus10:false, plus20:false }; else skillMap[s].trained = true; } } else if (typeof existingSkills === 'object') { for (const [k,v] of Object.entries(existingSkills)) { skillMap[k] = Object.assign(skillMap[k]||{trained:false,plus10:false,plus20:false}, v); } } // Weapons & gear const weaponNames = ['Astartes Bolt Pistol', 'Powerfist']; const weapons = []; for (const wn of weaponNames) { const item = findItemByName(wn); if (item) { const stats = item.stats || {}; const dmg = stats.damage || ''; const rangeMatch = dmg.match(/Range\s*([^;]+)/i); const penMatch = dmg.match(/Pen\s*(\d+)/i); const clipMatch = dmg.match(/Clip\s*(\d+)/i); const rldMatch = dmg.match(/Reload\s*([^;]+)/i); weapons.push({ name: item.name, class: stats.class || '', damage: dmg, type: item.category || '', pen: penMatch ? penMatch[1] : '', range: rangeMatch ? rangeMatch[1].trim() : '', rof: '', clip: clipMatch ? clipMatch[1] : '', rld: rldMatch ? rldMatch[1].trim() : '', special: stats.source || '' }); } } const frag = findItemByName('Frag Grenade') || { name: 'Frag Grenade' }; const krak = findItemByName('Krak Grenade') || { name: 'Krak Grenade' }; const inventory = [ { name: frag.name, count: 3 }, { name: krak.name, count: 3 } ]; const gearEntries = [ { name: frag.name, qty:3 }, { name: krak.name, qty:3 } ]; const sac = findItemByName('Combat Knife') || { name: 'Combat Knife' }; gearEntries.push({ name: sac.name, qty:1 }); const armourItem = findItemByName('Mark VII Power Armour') || findItemByName('Astartes Power Armour'); const armour = {}; if (armourItem && armourItem.stats && armourItem.stats.protection) { armour.body = armourItem.name; armour.ap = armourItem.stats.protection.body || 8; armour.head = armourItem.stats.protection.head || 0; armour.ra = armourItem.stats.protection.arms || 8; armour.la = armour.ra; armour.rl = armourItem.stats.protection.legs || 8; armour.ll = armour.rl; } else { armour.body = armourItem ? armourItem.name : 'Mark VII Power Armour'; armour.ap = 8; armour.head = 0; armour.ra = 8; armour.la = 8; armour.rl = 8; armour.ll = 8; } gearEntries.push({ name: armour.body, qty: 1 }); const talents = ['Wings of Angels', 'Deathwatch Training']; const fate = { total: 3, current: 3 }; const wounds = { total: 21, current: 21, fatigue: 0 }; const movement = { half:5, full:10, charge:15, halfAction:5, fullAction:10, run:30 }; const renown = 'Rank 1'; const powerArmour = true; const newTab = Object.assign({}, player.tabInfo || {}, { charName, characteristics, skills: skillMap, weapons, inventory, gear: (player.tabInfo && player.tabInfo.gear && player.tabInfo.gear.length) ? player.tabInfo.gear.concat(gearEntries) : gearEntries, armour, talents, fate, wounds, movement, renown, powerArmour }); const ok = playerHelpers.update(name, { name, rollerInfo: player.rollerInfo || {}, shopInfo: player.shopInfo || {}, tabInfo: newTab, pw: player.pw || '', pwHash: player.pwHash || '' }); if (!ok) return console.error('Failed to update player'); console.log('Updated player', name); console.log(JSON.stringify(playerHelpers.getByName(name), null, 2)); })();