added weaponskills to the exported skill list
added Raufen to the Weapons list as an attack
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@@ -143,7 +143,7 @@ func mapDerivedValues(char *models.Char) DerivedValueSet {
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// mapSkills converts character skills to SkillViewModel
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// mapSkills converts character skills to SkillViewModel
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func mapSkills(char *models.Char) []SkillViewModel {
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func mapSkills(char *models.Char) []SkillViewModel {
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skills := make([]SkillViewModel, 0, len(char.Fertigkeiten))
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skills := make([]SkillViewModel, 0, len(char.Fertigkeiten)+len(char.Waffenfertigkeiten))
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for _, skill := range char.Fertigkeiten {
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for _, skill := range char.Fertigkeiten {
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skl := SkillViewModel{
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skl := SkillViewModel{
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@@ -161,13 +161,27 @@ func mapSkills(char *models.Char) []SkillViewModel {
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skills = append(skills, skl)
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skills = append(skills, skl)
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}
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}
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// Append weapon skills to the skill list
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for _, skill := range char.Waffenfertigkeiten {
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skl := SkillViewModel{
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Name: skill.Name,
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Category: "Waffenfertigkeit",
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Value: skill.Fertigkeitswert,
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Bonus: skill.Bonus,
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PracticePoints: skill.Pp,
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IsLearned: skill.Fertigkeitswert > 0,
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Bemerkung: skill.Bemerkung,
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}
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skills = append(skills, skl)
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}
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return skills
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return skills
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}
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}
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// mapWeapons converts equipped weapons to WeaponViewModel
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// mapWeapons converts equipped weapons to WeaponViewModel
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// EW = Waffenfertigkeit.Fertigkeitswert + Character.AngriffBonus + Weapon.Anb
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// EW = Waffenfertigkeit.Fertigkeitswert + Character.AngriffBonus + Weapon.Anb
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func mapWeapons(char *models.Char) []WeaponViewModel {
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func mapWeapons(char *models.Char) []WeaponViewModel {
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weapons := make([]WeaponViewModel, 0, len(char.Waffen))
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weapons := make([]WeaponViewModel, 0, len(char.Waffen)+1)
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// Calculate character's bonuses using character logic
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// Calculate character's bonuses using character logic
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attrs := mapAttributes(char)
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attrs := mapAttributes(char)
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@@ -184,6 +198,15 @@ func mapWeapons(char *models.Char) []WeaponViewModel {
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Grad: char.Grad,
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Grad: char.Grad,
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})
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})
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// Add Raufen as the first weapon
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raufenDamage := fmt.Sprintf("1W6%+d", bonusValues.SchadensBonus)
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weapons = append(weapons, WeaponViewModel{
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Name: "Raufen",
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Value: bonusValues.Raufen,
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Damage: raufenDamage,
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IsRanged: false,
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})
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// Create a map of weapon skills for quick lookup
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// Create a map of weapon skills for quick lookup
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weaponSkills := make(map[string]int)
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weaponSkills := make(map[string]int)
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for _, skill := range char.Waffenfertigkeiten {
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for _, skill := range char.Waffenfertigkeiten {
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