Add skills to the character editor.
This commit is contained in:
parent
6156bba34d
commit
255b55c8de
1
build.rs
1
build.rs
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@ -1,5 +1,6 @@
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fn main() {
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fn main() {
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let mut config = prost_build::Config::new();
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let mut config = prost_build::Config::new();
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config.btree_map(&["."]);
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config.type_attribute(".", "#[derive(Serialize)]");
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config.type_attribute(".", "#[derive(Serialize)]");
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config.type_attribute(".", "#[serde(rename_all = \"camelCase\")]");
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config.type_attribute(".", "#[serde(rename_all = \"camelCase\")]");
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config
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config
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@ -20,6 +20,9 @@ pub enum Error {
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#[error("invalid input")]
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#[error("invalid input")]
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InvalidInput,
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InvalidInput,
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#[error("validation error: {0}")]
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ValidationError(#[from] crate::models::convert::ValidationError),
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#[error("serialization error: {0}")]
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#[error("serialization error: {0}")]
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SerializationError(#[from] prost::EncodeError),
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SerializationError(#[from] prost::EncodeError),
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@ -1,4 +1,5 @@
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use crate::errors::Error;
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use crate::errors::Error;
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use crate::models::proto::cofd::cofd_sheet::*;
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use crate::models::proto::cofd::*;
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use crate::models::proto::cofd::*;
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use crate::models::users::User;
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use crate::models::users::User;
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use prost::bytes::BytesMut;
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use prost::bytes::BytesMut;
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@ -39,6 +40,14 @@ pub(crate) trait Visibility {
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}
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}
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}
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}
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/// Enum representing all game systems supported by the character
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/// service. Game systems are kept unique instead of lumping them
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/// together under common umbrella systems, even if the different
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/// games use the same (or similar) character sheets. This is because
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/// of the possibility for slight differences in rules and data
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/// between even similar systems. It's simpler to err on the side of
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/// uniqueness. Enum variants are also versioned, in case of drastic
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/// rewrites or migrations in the future.
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#[derive(Debug, Serialize, PartialEq, Clone, Copy, EnumIter, EnumString, sqlx::Type)]
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#[derive(Debug, Serialize, PartialEq, Clone, Copy, EnumIter, EnumString, sqlx::Type)]
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#[sqlx(rename_all = "snake_case")]
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#[sqlx(rename_all = "snake_case")]
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pub enum CharacterDataType {
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pub enum CharacterDataType {
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@ -47,19 +56,20 @@ pub enum CharacterDataType {
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}
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}
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impl CharacterDataType {
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impl CharacterDataType {
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pub fn create_data(&self) -> Result<BytesMut, Error> {
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/// Create the default serialized protobuf data (character sheet)
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/// for the game system represented by the enum variant.
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pub fn default_serialized_data(&self) -> Result<BytesMut, Error> {
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use prost::Message;
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use prost::Message;
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use CharacterDataType::*;
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use CharacterDataType::*;
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let data: BytesMut = match self {
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let data: BytesMut = match self {
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ChroniclesOfDarknessV1 => {
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ChroniclesOfDarknessV1 => {
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let sheet = CofdSheet::default();
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let sheet = CofdSheet::default_sheet();
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let mut buf = BytesMut::with_capacity(std::mem::size_of_val(&sheet));
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let mut buf = BytesMut::with_capacity(std::mem::size_of_val(&sheet));
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sheet.encode(&mut buf)?;
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sheet.encode(&mut buf)?;
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buf
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buf
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}
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}
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ChangelingV1 => {
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ChangelingV1 => {
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let mut sheet = ChangelingSheet::default();
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let sheet = ChangelingSheet::default_sheet();
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sheet.base = Some(CofdSheet::default());
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let mut buf = BytesMut::with_capacity(std::mem::size_of_val(&sheet));
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let mut buf = BytesMut::with_capacity(std::mem::size_of_val(&sheet));
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sheet.encode(&mut buf)?;
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sheet.encode(&mut buf)?;
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buf
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buf
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@ -4,7 +4,7 @@ use rocket::request::FromFormValue;
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use std::str::FromStr;
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use std::str::FromStr;
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use thiserror::Error;
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use thiserror::Error;
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/// Validation errors specific to the new character form.
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/// Validation errors from form submissions.
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#[derive(Serialize, Error, Debug, Clone)]
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#[derive(Serialize, Error, Debug, Clone)]
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pub enum ValidationError {
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pub enum ValidationError {
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#[error("bad UTF-8 encoding")]
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#[error("bad UTF-8 encoding")]
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@ -4,27 +4,7 @@ use rocket::request::Request;
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use std::default::Default;
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use std::default::Default;
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use std::ops::Deref;
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use std::ops::Deref;
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/// Contains the generated Chronicles of Darkness-related protocol
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pub mod cofd;
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/// buffer types.
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pub mod cofd {
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include!(concat!(env!("OUT_DIR"), "/models.proto.cofd.rs"));
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pub mod api {
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include!(concat!(env!("OUT_DIR"), "/models.proto.cofd.api.rs"));
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}
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// TODO these values are not available in tera templates, so how to
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// handle?
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pub(crate) trait DerivedStats {
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fn speed(&self) -> i32;
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}
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impl DerivedStats for CofdSheet {
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fn speed(&self) -> i32 {
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self.size + self.stamina
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}
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}
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}
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/// A struct wrapping a protobuf that allows it to be used as binary
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/// A struct wrapping a protobuf that allows it to be used as binary
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/// data submitted via POST using fetch API. Can automatically be
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/// data submitted via POST using fetch API. Can automatically be
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@ -58,6 +38,7 @@ where
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}
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}
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}
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}
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/// Enable automatically calling methods on a decoded Proto instance.
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impl<T> Deref for Proto<T>
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impl<T> Deref for Proto<T>
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where
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where
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T: prost::Message + Default,
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T: prost::Message + Default,
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@ -0,0 +1,93 @@
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//! Contains the generated Chronicles of Darkness-related protocol
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//! buffer types, as well as utilities and extensions for working with
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//! them.
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use std::collections::BTreeMap;
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//Add the generated protobuf code into this module.
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include!(concat!(env!("OUT_DIR"), "/models.proto.cofd.rs"));
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//Add the API protobuf genreated code for the api module.
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pub mod api {
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include!(concat!(env!("OUT_DIR"), "/models.proto.cofd.api.rs"));
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}
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const MENTAL_SKILLS: &'static [&'static str] = &[
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"Academics",
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"Computer",
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"Crafts",
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"Investigation",
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"Medicine",
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"Occult",
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"Politics",
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"Science",
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];
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const PHYSICAL_SKILLS: &'static [&'static str] = &[
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"Athletics",
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"Brawl",
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"Drive",
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"Firearms",
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"Larceny",
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"Stealth",
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"Survival",
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"Weaponry",
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];
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const SOCIAL_SKILLS: &'static [&'static str] = &[
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"Animal Ken",
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"Empathy",
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"Expression",
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"Intimidation",
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"Persuasion",
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"Socialize",
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"Streetwise",
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"Subterfuge",
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];
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/// Create a pre-populated skill list based on skill names given to
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/// the function. The list of skill names is turned into a sorted Map
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/// of skill name to default Skill protobuf instances.
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fn create_skill_list(skill_names: &[&str]) -> BTreeMap<String, cofd_sheet::Skill> {
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skill_names
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.into_iter()
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.map(|skill_name| (skill_name.to_string(), cofd_sheet::Skill::default()))
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.collect()
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}
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impl CofdSheet {
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/// Create the default (blank) character sheet for a core
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/// Chronicles of Darkness character. This fills in skills and
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/// other information that needs to be pre-populated.
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pub fn default_sheet() -> CofdSheet {
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let mut sheet = Self::default();
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sheet.mental_skills = create_skill_list(&MENTAL_SKILLS);
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sheet.physical_skills = create_skill_list(&PHYSICAL_SKILLS);
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sheet.social_skills = create_skill_list(&SOCIAL_SKILLS);
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sheet
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}
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}
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impl ChangelingSheet {
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/// Create the default (blank) character sheet for a Changeling
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/// character. This fills in skills and other information that
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/// needs to be pre-populated.
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pub fn default_sheet() -> ChangelingSheet {
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let mut sheet = Self::default();
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sheet.base = Some(CofdSheet::default_sheet());
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//TODO fill in changeling-specific stuff
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sheet
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}
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}
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// TODO these values are not available in tera templates, so how to
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// handle?
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pub(crate) trait DerivedStats {
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fn speed(&self) -> i32;
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}
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impl DerivedStats for CofdSheet {
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fn speed(&self) -> i32 {
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self.size + self.stamina
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}
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}
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user_id: i32,
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user_id: i32,
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conn: TenebrousDbConn<'_>,
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conn: TenebrousDbConn<'_>,
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) -> Result<(), Error> {
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) -> Result<(), Error> {
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let system: CharacterDataType = *form.system.as_ref().unwrap();
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let system: CharacterDataType = *form.system.as_ref().map_err(|_| Error::InvalidInput)?;
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let sheet: Vec<u8> = system.create_data()?.to_vec();
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let sheet: Vec<u8> = system.default_serialized_data()?.to_vec();
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let insert = NewCharacter {
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let insert = NewCharacter {
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user_id: user_id,
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user_id: user_id,
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background-color: lightgray;
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background-color: lightgray;
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margin: 0;
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margin: 0;
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}
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}
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#skills {
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padding: 4px;
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border-collapse: collapse;
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}
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#skills .skills-section {
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border: 1px solid gray;
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border-collapse: collapse;
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display: table-cell;
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}
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.skill {
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margin: 0;
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padding: 0;
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display: flex;
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}
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.skill label {
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display: inline-block;
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float: left;
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clear: left;
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width: 10em;
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text-align: right;
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vertical-align: text-bottom;
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padding: 8px;
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margin: 0;
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}
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.skill input {
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max-width: 4em;
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display: inline-block;
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float: left;
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padding: 8px;
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border: none;
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background-color: lightgray;
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margin: 0;
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}
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</style>
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</style>
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<script src="https://cdn.jsdelivr.net/npm/protobufjs@6.10.2/dist/protobuf.min.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/protobufjs@6.10.2/dist/protobuf.min.js"></script>
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{{ macros::attribute(name="Composure", value=sheet.composure) }}
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{{ macros::attribute(name="Composure", value=sheet.composure) }}
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</div>
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</div>
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</div>
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</div>
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<div id="skills">
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<div class="skills-section" id="mentalSkills">
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{% for skill_name, skill in sheet.mentalSkills %}
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{{ macros::skill(name=skill_name, value=skill.dots) }}
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{% endfor %}
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</div>
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<div class="skills-section" id="physicalSkills">
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{% for skill_name, skill in sheet.physicalSkills %}
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{{ macros::skill(name=skill_name, value=skill.dots) }}
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{% endfor %}
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</div>
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<div class="skills-section" id="socialSkills">
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{% for skill_name, skill in sheet.socialSkills %}
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{{ macros::skill(name=skill_name, value=skill.dots) }}
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{% endfor %}
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</div>
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</div>
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</div>
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</div>
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{% endblock content %}
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{% endblock content %}
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<label for="{{name}}">{{name}}:</label>
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<label for="{{name}}">{{name}}:</label>
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<input id="{{name}}" name="{{name}}" type="number" min="0" value="{{value}}" />
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<input id="{{name}}" name="{{name}}" type="number" min="0" value="{{value}}" />
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</div>
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</div>
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{% endmacro input %}
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{% endmacro attribute %}
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{% macro skill(name, value) %}
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<div class="skill">
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<label for="{{name}}">{{name}}:</label>
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<input id="{{name}}" name="{{name}}" type="number" min="0" value="{{value}}" />
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</div>
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{% endmacro skill %}
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<p>System: {{data_type}}</h3>
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<p>System: {{data_type}}</h3>
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<p>Strength: {{sheet.base.strength}}</p>
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<p>Strength: {{sheet.base.strength}}</p>
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</div>
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</div>
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<div>
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<a href="/characters/{{username}}/{{id}}/edit">Edit Character</a>
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</div>
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{% endblock content %}
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{% endblock content %}
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