Files
dwroller/database/scripts/apply_tactical_template_christoffer.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

197 lines
7.5 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)) {
// Exact then partial match
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 = 'christoffer';
const player = playerHelpers.getByName(name);
if (!player) return console.error('Player not found', name);
// Tactical Marine template (reasonable defaults)
// Characteristics exactly as on the sheet
const characteristics = {
ws: 42,
bs: 42,
s: 42,
t: 41,
ag: 40,
int: 41,
per: 46,
wp: 42,
fel: 43
};
// Canonical skill keys aligned with frontend SKILLS array
const canonicalSkills = [
'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)'
];
// Skills to mark trained based on sheet (map to canonical keys)
const tacticalTrain = [
'Awareness (Per)', 'Common Lore (Int)', 'Dodge (Ag)', 'Intimidate (S)', 'Scholastic Lore (Int)', 'Search (Per)',
'Guns (BS)', 'Melee (WS)', 'Tactics (Int)', 'Medicae (Int)', 'Command (Fel)',
'Codex Astartes', 'Adeptus Astartes', 'Imperium', 'War'
];
// Build skills map starting from canonical skills, mark tacticalTrain as trained, then merge existing skills
const existingSkills = player.tabInfo && player.tabInfo.skills ? player.tabInfo.skills : [];
const skillMap = {};
// initialize canonical skills as untrained
for (const s of canonicalSkills) {
skillMap[s] = { trained: false, plus10: false, plus20: false };
}
// mark trained skills from tacticalTrain
for (const s of tacticalTrain) {
if (!skillMap[s]) skillMap[s] = { trained: true, plus10: false, plus20: false };
else skillMap[s].trained = true;
}
// keep previously trained ones too
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)) {
if (!skillMap[k]) skillMap[k] = Object.assign({ trained:false, plus10:false, plus20:false }, v);
else skillMap[k] = Object.assign(skillMap[k], v);
}
}
// Weapons: Bolter (kraken rounds), Bolt Pistol, Sacris Claymore
const weaponNames = ['Astartes Bolter', 'Astartes Bolt Pistol', 'Sacris Claymore'];
const weapons = [];
for (const wn of weaponNames) {
const item = findItemByName(wn);
if (item) {
const stats = item.stats || {};
// parse damage string for range and clip/pen as earlier
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 || ''
});
}
}
// Inventory: grenades (3 frag, 3 krak)
const inventory = [];
const frag = findItemByName('Frag Grenade') || findItemByName('Astartes Frag Grenade') || { name: 'Frag Grenade' };
const krak = findItemByName('Krak Grenade') || findItemByName('Astartes Krak Grenade') || { name: 'Krak Grenade' };
inventory.push({ name: frag.name, count: 3 });
inventory.push({ name: krak.name, count: 3 });
// Also expose grenades and sacris claymore in the frontend "gear" list so they appear in Assigned Gear
const gearEntries = [];
gearEntries.push({ name: frag.name, qty: 3 });
gearEntries.push({ name: krak.name, qty: 3 });
const sacris = findItemByName('Sacris Claymore') || { name: 'Sacris Claymore' };
gearEntries.push({ name: sacris.name, qty: 1 });
// include power armour as gear note (lookup now to avoid referencing armourItem before init)
const powerArmourLookup = findItemByName('Mark VII Power Armour') || findItemByName('Astartes Power Armour');
gearEntries.push({ name: powerArmourLookup ? powerArmourLookup.name : 'Mark VII Power Armour', qty: 1 });
// Armour: Mark VII Power Armour (Armour Points 8)
const armourItem = findItemByName('Mark VII Power Armour') || findItemByName('Astartes Power Armour');
const armour = {};
if (armourItem) {
armour.body = armourItem.name;
// armoury stats may vary; set numeric AP where available or fallback to 8
if (armourItem.stats && armourItem.stats.protection) {
armour.ap = armourItem.stats.protection.body || 8;
armour.head = armourItem.stats.protection.head || 0;
armour.ra = armourItem.stats.protection.arms || armour.ap;
armour.la = armour.ra; // mirror right arm
armour.rl = armourItem.stats.protection.legs || armour.ap;
armour.ll = armour.rl; // mirror left leg
} else {
armour.ap = 8;
armour.head = 0;
armour.ra = 8;
armour.la = 8;
armour.rl = 8;
armour.ll = 8;
}
} else {
armour.body = 'Mark VII Power Armour';
armour.ap = 8;
armour.head = 0;
armour.ra = 8;
armour.la = 8;
armour.rl = 8;
armour.ll = 8;
}
// talents/traits from sheet
const talents = ['Bolter Mastery', 'Deathwatch Training'];
const fate = { total: 2, current: 2 };
const renown = 'Rank 1';
const powerArmour = true;
// wounds and movement per sheet
const wounds = { total: 24, current: 24, fatigue: 0 };
// write both canonical movement keys used across code: half/full/charge for frontend and halfAction/fullAction/run for other scripts
const movement = { half: 5, full: 10, charge: 15, halfAction: 5, fullAction: 10, run: 30 };
// Set display character name to match provided sheet
const charName = 'Brother Gregor';
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));
})();