Files
bamort/backend/pdfrender/mapper.go
T
2025-12-19 17:28:40 +01:00

266 lines
7.3 KiB
Go

package pdfrender
import (
"fmt"
"bamort/database"
"bamort/models"
)
// MapCharacterToViewModel converts a domain Character to a CharacterSheetViewModel
func MapCharacterToViewModel(char *models.Char) (*CharacterSheetViewModel, error) {
vm := &CharacterSheetViewModel{
Skills: make([]SkillViewModel, 0),
Weapons: make([]WeaponViewModel, 0),
Spells: make([]SpellViewModel, 0),
MagicItems: make([]MagicItemViewModel, 0),
Equipment: make([]EquipmentViewModel, 0),
GameResults: make([]GameResultViewModel, 0),
}
// Map basic character info
vm.Character = CharacterInfo{
Name: char.Name,
Type: char.Typ,
Grade: char.Grad,
Age: char.Alter,
Height: char.Groesse,
Weight: char.Gewicht,
Gender: char.Gender,
Homeland: char.Herkunft,
Religion: char.Glaube,
Stand: char.SocialClass,
IconBase64: "", // Will be set later if image exists
Vermoegen: WealthInfo{
Goldstuecke: char.Vermoegen.Goldstuecke,
Silberstuecke: char.Vermoegen.Silberstuecke,
Kupferstuecke: char.Vermoegen.Kupferstuecke,
},
}
// Map attributes
vm.Attributes = mapAttributes(char)
// Map derived values
vm.DerivedValues = mapDerivedValues(char)
// Map skills
vm.Skills = mapSkills(char)
// Map weapons
vm.Weapons = mapWeapons(char)
// Map spells
vm.Spells = mapSpells(char)
// Map equipment
vm.Equipment = mapEquipment(char)
return vm, nil
}
// mapAttributes extracts attribute values from Eigenschaften slice
func mapAttributes(char *models.Char) AttributeValues {
attrs := AttributeValues{}
for _, e := range char.Eigenschaften {
switch e.Name {
case "St":
attrs.St = e.Value
case "Gs":
attrs.Gs = e.Value
case "Gw":
attrs.Gw = e.Value
case "Ko":
attrs.Ko = e.Value
case "In":
attrs.In = e.Value
case "Zt":
attrs.Zt = e.Value
case "Au":
attrs.Au = e.Value
case "pA":
attrs.PA = e.Value
case "Wk":
attrs.Wk = e.Value
}
}
attrs.B = char.B.Value
return attrs
}
// mapDerivedValues extracts derived values like LP, AP, etc.
func mapDerivedValues(char *models.Char) DerivedValueSet {
// Get attributes for bonus calculations
attrs := mapAttributes(char)
return DerivedValueSet{
LPMax: char.Lp.Max,
LPAktuell: char.Lp.Value,
APMax: char.Ap.Max,
APAktuell: char.Ap.Value,
AngriffBonus: calculateAttributeBonus(attrs.Gs),
SchadenBonus: (attrs.St / 20) + (attrs.Gs / 30) - 3,
}
}
// mapSkills converts character skills to SkillViewModel
func mapSkills(char *models.Char) []SkillViewModel {
skills := make([]SkillViewModel, 0, len(char.Fertigkeiten))
for _, skill := range char.Fertigkeiten {
skills = append(skills, SkillViewModel{
Name: skill.Name,
Category: skill.Category,
Value: skill.Fertigkeitswert,
Bonus: skill.Bonus,
PracticePoints: skill.Pp,
IsLearned: skill.Fertigkeitswert > 0,
})
}
return skills
}
// mapWeapons converts character weapon skills to WeaponViewModel
// EW = Waffenfertigkeit.Fertigkeitswert + Character.AngriffBonus + Weapon.Anb
func mapWeapons(char *models.Char) []WeaponViewModel {
weapons := make([]WeaponViewModel, 0, len(char.Waffenfertigkeiten))
// Calculate character's attack bonus once
attrs := mapAttributes(char)
angriffsBonus := calculateAttributeBonus(attrs.Gs)
// schadenBonus will be used later for damage calculation
// schadenBonus := (attrs.St / 20) + (attrs.Gs / 30) - 3
// Create a map of equipped weapons for quick lookup
equippedWeapons := make(map[string]*models.EqWaffe)
for i := range char.Waffen {
equippedWeapons[char.Waffen[i].Name] = &char.Waffen[i]
}
for _, weaponSkill := range char.Waffenfertigkeiten {
vm := WeaponViewModel{
Name: weaponSkill.Name,
Value: weaponSkill.Fertigkeitswert, // Base skill value
}
// If character has this weapon equipped, add weapon bonuses
if equippedWeapon, exists := equippedWeapons[weaponSkill.Name]; exists {
// EW = skill + character attack bonus + weapon attack bonus
vm.Value += angriffsBonus + equippedWeapon.Anb
// TODO: Calculate damage including weapon and character bonuses
// TODO: Add range information for ranged weapons
} else {
// No equipped weapon, just use skill + character bonus
vm.Value += angriffsBonus
}
weapons = append(weapons, vm)
}
return weapons
}
// mapSpells converts character spells to SpellViewModel
func mapSpells(char *models.Char) []SpellViewModel {
spells := make([]SpellViewModel, 0, len(char.Zauber))
for _, charSpell := range char.Zauber {
vm := SpellViewModel{
Name: charSpell.Name,
Bonus: charSpell.Bonus,
}
// Try to load spell details from gsmaster (only if database is available)
// In test environments without DB, we skip this enrichment
if database.DB != nil {
masterSpell := &models.Spell{}
err := masterSpell.First(charSpell.Name)
// If master spell found, add all details
if err == nil && masterSpell.ID > 0 {
vm.Stufe = masterSpell.Stufe
vm.AP = masterSpell.AP
vm.Art = masterSpell.Art
vm.Zauberdauer = masterSpell.Zauberdauer
vm.Reichweite = masterSpell.Reichweite
vm.Wirkungsziel = masterSpell.Wirkungsziel
vm.Wirkungsbereich = masterSpell.Wirkungsbereich
vm.Wirkungsdauer = masterSpell.Wirkungsdauer
vm.Ursprung = masterSpell.Ursprung
vm.Category = masterSpell.Category
vm.LearningCategory = masterSpell.LearningCategory
vm.Beschreibung = masterSpell.Beschreibung
// If description is empty, use source code and page number
if vm.Beschreibung == "" && masterSpell.SourceID > 0 && masterSpell.PageNumber > 0 {
source := &models.Source{}
if err := database.DB.First(source, masterSpell.SourceID).Error; err == nil {
vm.Beschreibung = source.Code + " S." + fmt.Sprintf("%d", masterSpell.PageNumber)
}
}
}
}
// If spell details not found or DB not available, just use name and bonus from character
spells = append(spells, vm)
}
return spells
}
// mapEquipment converts character equipment to EquipmentViewModel
func mapEquipment(char *models.Char) []EquipmentViewModel {
equipment := make([]EquipmentViewModel, 0, len(char.Ausruestung)+len(char.Behaeltnisse))
// Add regular equipment
for _, item := range char.Ausruestung {
equipment = append(equipment, EquipmentViewModel{
Name: item.Name,
Quantity: item.Anzahl,
Weight: item.Gewicht,
TotalWeight: item.Gewicht * float64(item.Anzahl),
Value: int(item.Wert),
Location: item.BeinhaltetIn,
Container: item.BeinhaltetIn,
IsWorn: item.BeinhaltetIn == "Am Körper",
IsContainer: false,
})
}
// Add containers
for _, container := range char.Behaeltnisse {
equipment = append(equipment, EquipmentViewModel{
Name: container.Name,
Quantity: 1,
Weight: container.Gewicht,
TotalWeight: container.Gewicht,
Value: int(container.Wert),
IsContainer: true,
})
}
return equipment
}
// calculateAttributeBonus calculates attribute bonus based on value
// Same logic as in character/derived_values_calculator.go
func calculateAttributeBonus(value int) int {
if value >= 1 && value <= 5 {
return -2
} else if value >= 6 && value <= 20 {
return -1
} else if value >= 21 && value <= 80 {
return 0
} else if value >= 81 && value <= 95 {
return 1
} else if value >= 96 && value <= 100 {
return 2
}
return 0
}