Files
dwroller/database/scripts/apply_devastator_template_anders.js
Alex dde3abda55 feat: Add validation and normalization utilities for player records
- Implemented `validatePlayer` and `normalizeTabInfo` functions in `database/validate.js` for player data validation and normalization.
- Added error handling for required fields and enforced data types and constraints.
- Introduced standardization for characteristics and skills.

feat: Create script for extracting rules from PDF files

- Developed `extract-rules.js` to extract text from PDF rulebooks and categorize rules.
- Integrated `pdftotext` for PDF processing and created a searchable rules database.
- Implemented rule categorization and indexing for efficient searching.

feat: Implement RulesTab component for rule searching

- Created `RulesTab.jsx` for searching and displaying rules with filtering options.
- Added recent searches and quick reference buttons for user convenience.
- Integrated API calls for fetching rules and displaying results dynamically.

feat: Add test script for Rules API

- Created `test-rules.js` to test the functionality of the Rules API endpoints.
- Included tests for search and stats endpoints to ensure proper response handling.
2025-08-16 12:15:32 +02:00

160 lines
6.1 KiB
JavaScript

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;
}
(function main(){
const name = 'anders';
const player = playerHelpers.getByName(name);
if (!player) return console.error('Player not found', name);
const backupsDir = path.join(__dirname, '..', 'backups');
if (!fs.existsSync(backupsDir)) fs.mkdirSync(backupsDir, { recursive: true });
const before = path.join(backupsDir, `anders.before.${Date.now()}.json`);
fs.writeFileSync(before, JSON.stringify(player, null, 2));
console.log('Backup written:', before);
// Character exact from screenshot
const charName = 'Brother Sepheran';
const characteristics = {
ws: 47,
bs: 48,
s: 41,
t: 43,
ag: 42,
int: 50,
per: 43,
wp: 48,
fel: 38
};
// Skills to mark trained based on sheet
const trained = [
'Awareness (Per)',
'Common Lore (Int)',
'Dodge (Ag)',
'Intimidate (S)',
'Logic (Int)',
'Scholastic Lore (Int)',
// space marine defaults
'Guns (BS)', 'Melee (WS)'
];
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)'
];
const existingSkills = player.tabInfo && player.tabInfo.skills ? player.tabInfo.skills : [];
const skillMap = {};
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 = ['Heavy Bolter', 'Astartes Bolt Pistol', 'Bolt Pistol'];
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 knife = findItemByName('Combat Knife') || findItemByName('Combat Knife') || { name: 'Combat Knife' };
gearEntries.push({ name: knife.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 = ['Unrelenting Devastation', 'Deathwatch Training'];
const fate = { total: 2, current: 2 };
const wounds = { total: 23, current: 23, 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');
const after = playerHelpers.getByName(name);
const afterPath = path.join(backupsDir, `anders.after.${Date.now()}.json`);
fs.writeFileSync(afterPath, JSON.stringify(after, null, 2));
console.log('Updated player', name);
console.log(JSON.stringify(after, null, 2));
})();