Files
bamort/backend/bmrt/character/creation_rules.go
T
Bardioc26 042a1d4773 Learncost frontend (#42)
* introduced central package  registry by package init function
* dynamic registration of routes, model, migrations and initializers.
* setting a docker compose project name to prevent shutdown of other containers with the same (composer)name
* ai documentation
* app template
* Create tests for ALL API entpoints in ALL packages Based on current data. Ensure that all API endpoints used in frontend are tested. These tests are crucial for the next refactoring tasks.
* adopting agent instructions for a more consistent coding style
* added desired module layout and debugging information
* Fix All Failing tests All failing tests are fixed now that makes the refactoring more easy since all tests must pass
* restored routes for maintenance
* added common translations
* added new tests for API Endpoint
* Merge branch 'separate_business_logic'
* added lern and skill improvement cost editing
* Set Docker image tag when building to prevent rebuild when nothing has changed
* add and remove PP for Weaponskill fixed
* add and remove PP for same named skills fixed
* add new task
2026-05-01 18:15:31 +02:00

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package character
import "fmt"
// SpecialAbility repräsentiert eine besondere Fähigkeit mit Name und Modifier
type SpecialAbility struct {
Name string `json:"name"`
Modifier int `json:"modifier"`
Special string `json:"special,omitempty"` // Für spezielle Fälle wie Berserkergang
}
// GetSpecialAbilityByRoll gibt die besondere Fähigkeit basierend auf einem W100-Wurf zurück
// W% Besondere Fähigkeit
// 01-05: Sehen2
// 06-10: Hören2
// 11-15: Riechen2
// 16-20: Sechster Sinn+2
// 21-30: Sehen+2
// 31-40: Hören+2
// 41-50: Riechen+2
// 51-55: Nachtsicht+2
// 56-60: Gute Reflexe+9
// 61-65: Richtungssinn+12
// 66-70: Robustheit+9
// 71-75: Schmerzunempfindlichkeit+9
// 76-80: Trinken+12
// 81-85: Wachgabe+6
// 86-90: Wahrnehmung+8
// 91-95: Einprägen+4
// 96-99: Berserkergang+(18Wk/5)
// 100: freie Wahl und zweiter Wurf
func GetSpecialAbilityByRoll(roll int) (*SpecialAbility, error) {
if roll < 1 || roll > 100 {
return nil, fmt.Errorf("ungültiger Würfelwurf: %d (muss zwischen 1 und 100 liegen)", roll)
}
switch {
case roll >= 1 && roll <= 5:
return &SpecialAbility{Name: "Sehen", Modifier: -2}, nil
case roll >= 6 && roll <= 10:
return &SpecialAbility{Name: "Hören", Modifier: -2}, nil
case roll >= 11 && roll <= 15:
return &SpecialAbility{Name: "Riechen", Modifier: -2}, nil
case roll >= 16 && roll <= 20:
return &SpecialAbility{Name: "Sechster Sinn", Modifier: 2}, nil
case roll >= 21 && roll <= 30:
return &SpecialAbility{Name: "Sehen", Modifier: 2}, nil
case roll >= 31 && roll <= 40:
return &SpecialAbility{Name: "Hören", Modifier: 2}, nil
case roll >= 41 && roll <= 50:
return &SpecialAbility{Name: "Riechen", Modifier: 2}, nil
case roll >= 51 && roll <= 55:
return &SpecialAbility{Name: "Nachtsicht", Modifier: 2}, nil
case roll >= 56 && roll <= 60:
return &SpecialAbility{Name: "Gute Reflexe", Modifier: 9}, nil
case roll >= 61 && roll <= 65:
return &SpecialAbility{Name: "Richtungssinn", Modifier: 12}, nil
case roll >= 66 && roll <= 70:
return &SpecialAbility{Name: "Robustheit", Modifier: 9}, nil
case roll >= 71 && roll <= 75:
return &SpecialAbility{Name: "Schmerzunempfindlichkeit", Modifier: 9}, nil
case roll >= 76 && roll <= 80:
return &SpecialAbility{Name: "Trinken", Modifier: 12}, nil
case roll >= 81 && roll <= 85:
return &SpecialAbility{Name: "Wachgabe", Modifier: 6}, nil
case roll >= 86 && roll <= 90:
return &SpecialAbility{Name: "Wahrnehmung", Modifier: 8}, nil
case roll >= 91 && roll <= 95:
return &SpecialAbility{Name: "Einprägen", Modifier: 4}, nil
case roll >= 96 && roll <= 99:
return &SpecialAbility{
Name: "Berserkergang",
Modifier: 0,
Special: "+(18Wk/5)",
}, nil
case roll == 100:
return &SpecialAbility{
Name: "Freie Wahl",
Modifier: 0,
Special: "freie Wahl und zweiter Wurf",
}, nil
default:
return nil, fmt.Errorf("unerwarteter Würfelwurf: %d", roll)
}
}
// GetAllSpecialAbilities gibt alle möglichen besonderen Fähigkeiten mit ihren Wahrscheinlichkeiten zurück
func GetAllSpecialAbilities() []struct {
RangeStart int `json:"range_start"`
RangeEnd int `json:"range_end"`
Ability *SpecialAbility `json:"ability"`
} {
return []struct {
RangeStart int `json:"range_start"`
RangeEnd int `json:"range_end"`
Ability *SpecialAbility `json:"ability"`
}{
{1, 5, &SpecialAbility{Name: "Sehen", Modifier: -2}},
{6, 10, &SpecialAbility{Name: "Hören", Modifier: -2}},
{11, 15, &SpecialAbility{Name: "Riechen", Modifier: -2}},
{16, 20, &SpecialAbility{Name: "Sechster Sinn", Modifier: 2}},
{21, 30, &SpecialAbility{Name: "Sehen", Modifier: 2}},
{31, 40, &SpecialAbility{Name: "Hören", Modifier: 2}},
{41, 50, &SpecialAbility{Name: "Riechen", Modifier: 2}},
{51, 55, &SpecialAbility{Name: "Nachtsicht", Modifier: 2}},
{56, 60, &SpecialAbility{Name: "Gute Reflexe", Modifier: 9}},
{61, 65, &SpecialAbility{Name: "Richtungssinn", Modifier: 12}},
{66, 70, &SpecialAbility{Name: "Robustheit", Modifier: 9}},
{71, 75, &SpecialAbility{Name: "Schmerzunempfindlichkeit", Modifier: 9}},
{76, 80, &SpecialAbility{Name: "Trinken", Modifier: 12}},
{81, 85, &SpecialAbility{Name: "Wachgabe", Modifier: 6}},
{86, 90, &SpecialAbility{Name: "Wahrnehmung", Modifier: 8}},
{91, 95, &SpecialAbility{Name: "Einprägen", Modifier: 4}},
{96, 99, &SpecialAbility{Name: "Berserkergang", Modifier: 0, Special: "+(18Wk/5)"}},
{100, 100, &SpecialAbility{Name: "Freie Wahl", Modifier: 0, Special: "freie Wahl und zweiter Wurf"}},
}
}