Changes, preparing for dockerization 2.0

This commit is contained in:
Michal Tuszowski
2026-06-16 10:47:01 +02:00
parent e6d3492790
commit 92940a4d46
18 changed files with 19 additions and 352 deletions
View File
-3
View File
@@ -1,3 +0,0 @@
name,type,locations,ap_head,ap_body,ap_larm,ap_rarm,ap_lleg,ap_rleg,max_ag,traits,weight,availability,source,notes
Flak Vest,armor,"Body",0,4,0,0,0,0,,Flak,7,Common,"DH2 CRB","PRZYKŁAD ZASTĄP"
Power Armour (Astartes),armor,"All",8,10,8,8,9,9,,Environmental; Auto-senses,100,"Very Rare","DW CRB","PRZYKŁAD ZASTĄP"
1 name type locations ap_head ap_body ap_larm ap_rarm ap_lleg ap_rleg max_ag traits weight availability source notes
2 Flak Vest armor Body 0 4 0 0 0 0 Flak 7 Common DH2 CRB PRZYKŁAD – ZASTĄP
3 Power Armour (Astartes) armor All 8 10 8 8 9 9 Environmental; Auto-senses 100 Very Rare DW CRB PRZYKŁAD – ZASTĄP
-60
View File
@@ -1,60 +0,0 @@
// DH2 Attack Test v2 — presets: Aim/Range/Fire + Size/Light/Cover
const actor = canvas.tokens.controlled[0]?.actor ?? game.user.character;
if (!actor) return ui.notifications.warn("Zaznacz token albo przypisz postać.");
new Dialog({
title: "🎯 Attack Test (WS/BS)",
content: `
<form>
<div class="form-group"><label>Base Target (WS/BS)</label><input name="base" type="number" value="40"/></div>
<div class="form-group"><label>Aim</label>
<select name="aim"><option value="0">None</option><option value="10">Half (+10)</option><option value="20">Full (+20)</option></select></div>
<div class="form-group"><label>Range</label>
<select name="range">
<option value="0">Standard</option>
<option value="30">Point Blank (+30)</option>
<option value="10">Short (+10)</option>
<option value="-10">Long (-10)</option>
<option value="-30">Extreme (-30)</option>
</select></div>
<div class="form-group"><label>Fire / Attack</label>
<select name="stance">
<option value="0">Standard / Single</option>
<option value="10">Semi (+10)</option>
<option value="-10">Full Auto (-10)</option>
<option value="30">All Out (Melee +30)</option>
</select></div>
<div class="form-group"><label>Target Size</label>
<select name="size">
<option value="0">Average</option>
<option value="10">Hulking (+10)</option>
<option value="20">Enormous (+20)</option>
<option value="30">Massive (+30)</option>
<option value="-10">Puny (-10)</option>
</select></div>
<div class="form-group"><label>Lighting</label>
<select name="light"><option value="0">Normal</option><option value="10">Good (+10)</option><option value="-10">Poor (-10)</option></select></div>
<div class="form-group"><label>Cover</label>
<select name="cover"><option value="0">None</option><option value="-10">Light (-10)</option><option value="-20">Heavy (-20)</option></select></div>
<div class="form-group"><label>Other Modifiers</label><input name="mod" type="number" value="0"/></div>
</form>`,
buttons: {
roll: {
label: "Roll",
callback: async (html) => {
const get = n => Number(html.find(`[name="${n}"]`).val());
const base = get("base");
const total = base + get("aim") + get("range") + get("stance") + get("size") + get("light") + get("cover") + get("mod");
const r = await(new Roll("1d100")).roll({async:true});
const ok = r.total <= total;
const margin = Math.abs(total - r.total);
const dox = ok ? 1 + Math.floor(margin/10) : Math.floor(margin/10);
const table = `
<table style="width:100%;border-collapse:collapse">
<tr><td><b>Target</b></td><td>${total}</td><td><b>Roll</b></td><td>${r.total}</td></tr>
<tr><td><b>Result</b></td><td colspan="3">${ok?'<span style="color:green">SUCCESS</span>':'<span style="color:red">FAIL</span>'}${ok?dox+' DoS':dox+' DoF'}</td></tr>
</table>`;
r.toMessage({speaker: ChatMessage.getSpeaker({actor}), flavor: `🎯 <b>Attack Test</b><br/>${table}`});
}
}
}
}).render(true);
-6
View File
@@ -1,6 +0,0 @@
Roll,Result
1,Energy/Head — wpis 1
2,Energy/Head — wpis 2
3,Energy/Head — wpis 3
4,Energy/Head — wpis 4
5,Energy/Head — wpis 5
1 Roll Result
2 1 Energy/Head — wpis 1
3 2 Energy/Head — wpis 2
4 3 Energy/Head — wpis 3
5 4 Energy/Head — wpis 4
6 5 Energy/Head — wpis 5
-50
View File
@@ -1,50 +0,0 @@
// 🧠 Focus Power (DH2) — WP test + Phenomena/Perils with mode presets
const actor = canvas.tokens.controlled[0]?.actor ?? game.user.character;
if (!actor) return ui.notifications.warn("Zaznacz token.");
new Dialog({
title: "🧠 Focus Power",
content: `
<form>
<div class="form-group"><label>Willpower (target)</label><input name="wp" type="number" value="40"/></div>
<div class="form-group"><label>Psychic Rating (PR)</label><input name="pr" type="number" value="3"/></div>
<div class="form-group"><label>Mode</label>
<select name="mode"><option value="fettered">Fettered (no PP; PR/2)</option><option value="unfettered" selected>Unfettered (PP on doubles)</option><option value="push">Push (always PP; +PR)</option></select></div>
<div class="form-group"><label>Power difficulty/gear/etc. (flat mod)</label><input name="flat" type="number" value="0"/></div>
<div class="form-group"><label>Perils threshold</label><input name="thr" type="number" value="75"/></div>
</form>`,
buttons: {
roll: { label: "Roll", callback: async html => {
const wp = Number(html.find('[name="wp"]').val());
const pr = Number(html.find('[name="pr"]').val());
const mode = html.find('[name="mode"]').val();
const flat = Number(html.find('[name="flat"]').val());
const thr = Number(html.find('[name="thr"]').val());
let effPR = pr, ppmod = 0, ppAlways = false, note = "";
if (mode==="fettered"){ effPR = Math.max(1, Math.floor(pr/2)); note="(Fettered: PR/2, brak Phenomena)"; }
if (mode==="push"){ effPR = pr+3; ppmod=10; ppAlways = true; note="(Push: +3 PR, Phenomena zawsze, +10)"; }
const target = wp + flat;
const roll = await (new Roll("1d100")).roll({async:true});
const ok = roll.total <= target;
const dos = ok ? 1 + Math.floor((target - roll.total)/10) : Math.floor((roll.total - target)/10);
const doubles = (roll.total%11===0) || (roll.total===100);
const info = `<table style="width:100%;border-collapse:collapse">
<tr><td><b>Target</b></td><td>${target}</td><td><b>Roll</b></td><td>${roll.total}</td></tr>
<tr><td><b>Result</b></td><td colspan="3">${ok?'<span style="color:green">SUCCESS</span>':'<span style="color:red">FAIL</span>'}${ok?dos+' DoS':dos+' DoF'} ${doubles?' — <b>DOUBLES</b>':''}</td></tr>
<tr><td><b>Eff. PR</b></td><td>${effPR}</td><td><b>Range hint</b></td><td>${effPR*10} m (jeśli moc tak działa)</td></tr>
</table>`;
roll.toMessage({speaker: ChatMessage.getSpeaker({actor}), flavor:`🧠 <b>Focus Power</b> ${note}<br/>${info}`});
const needPP = (mode==="unfettered" && doubles) || (mode==="push") ;
if (needPP){
const tbl = game.tables.getName("Psychic Phenomena");
if (tbl){
const r = await (new Roll(`1d100 + ${ppmod}`)).roll({async:true});
await tbl.draw({displayResults:true, roll:r});
if (r.total >= thr){
const per = game.tables.getName("Perils of the Warp");
if (per) await per.draw({displayResults:true});
}
} else ChatMessage.create({content:"Utwórz RollTable: <b>Psychic Phenomena</b> (+ <b>Perils of the Warp</b>)"});
}
}}
}
}).render(true);
-22
View File
@@ -1,22 +0,0 @@
// 🎯 Hit Location (DH mapping by reversed roll)
new Dialog({
title:"🎯 Hit Location",
content:`<form>
<div class="form-group"><label>Attack d100 roll</label><input name="roll" type="number" value="37"/></div>
</form>`,
buttons:{
go:{label:"Resolve", callback: html=>{
const n = Math.max(1, Math.min(100, Number(html.find('[name="roll"]').val())));
const rev = Number(String(n).padStart(2,"0").split("").reverse().join(""));
let loc = "";
if (rev<=10) loc="Head";
else if (rev<=20) loc="Right Arm";
else if (rev<=30) loc="Left Arm";
else if (rev<=70) loc="Body";
else if (rev<=85) loc="Right Leg";
else loc="Left Leg";
ChatMessage.create({content:`🎯 <b>Hit Location</b>: roll ${n} → reversed ${rev} → <b>${loc}</b>`});
}}
}
}).render(true);
-6
View File
@@ -1,6 +0,0 @@
const text=`<b>House Rules — DH2 chassis</b><br/>
• Unnatural mapowanie: dawne ×2 bonus → Unnatural (+X) tak, by SB/TB odzwierciedlały linię źródłową.<br/>
• Pancerz Astartes: zachowaj AP; zużycie zasilania jako +1 Fatigue co X scen zamiast liczenia minut.<br/>
• Aptitudes: archetypy z RT/DW/BC mają przypisane 23 Aptitudes DH2 dla kosztów XP.<br/>
• Psy: testy i PR z DH2 dla wszystkich; GK posiada Aegis Discipline (1×/scena reroll Perils) + 12 signature powers z DW.<br/>
• RT Acquisition → DH2 Influence z modyfikatorami kontekstowymi (teatr działań, mandat Inkwizycji, czas).`;ChatMessage.create({content:text});
-11
View File
@@ -1,11 +0,0 @@
// 🚦 Initiative for selected tokens (1d10 + AG Bonus prompt)
if (!canvas.tokens.controlled.length) return ui.notifications.warn("Zaznacz co najmniej jeden token.");
const combat = game.combat ?? await Combat.implementation.create({});
for (const t of canvas.tokens.controlled){
if (!combat.combatants.some(c=>c.tokenId===t.id)) await combat.createEmbeddedDocuments("Combatant",[ {tokenId:t.id, sceneId: canvas.scene.id, hidden:false} ]);
const ag = Number(await Dialog.prompt({title:`AG Bonus for ${t.name}`, content:`<input type="number" value="4">`, label:"OK"}));
const r = await (new Roll(`1d10 + ${ag}`)).roll({async:true});
await combat.setInitiative(combat.combatants.find(c=>c.tokenId===t.id).id, r.total);
r.toMessage({flavor:`🚦 <b>Initiative</b> — ${t.name}: ${r.total}`});
}
ui.notifications.info("Inicjatywy ustawione.");
-21
View File
@@ -1,21 +0,0 @@
Roll,Result
1-5,Perils 15 — WPISZ
6-10,Perils 610 — WPISZ
11-15,Perils 1115 — WPISZ
16-20,Perils 1620 — WPISZ
21-25,Perils 2125 — WPISZ
26-30,Perils 2630 — WPISZ
31-35,Perils 3135 — WPISZ
36-40,Perils 3640 — WPISZ
41-45,Perils 4145 — WPISZ
46-50,Perils 4650 — WPISZ
51-55,Perils 5155 — WPISZ
56-60,Perils 5660 — WPISZ
61-65,Perils 6165 — WPISZ
66-70,Perils 6670 — WPISZ
71-75,Perils 7175 — WPISZ
76-80,Perils 7680 — WPISZ
81-85,Perils 8185 — WPISZ
86-90,Perils 8690 — WPISZ
91-95,Perils 9195 — WPISZ
96-100,Perils 96100 — WPISZ
1 Roll Result
2 1-5 Perils 1–5 — WPISZ
3 6-10 Perils 6–10 — WPISZ
4 11-15 Perils 11–15 — WPISZ
5 16-20 Perils 16–20 — WPISZ
6 21-25 Perils 21–25 — WPISZ
7 26-30 Perils 26–30 — WPISZ
8 31-35 Perils 31–35 — WPISZ
9 36-40 Perils 36–40 — WPISZ
10 41-45 Perils 41–45 — WPISZ
11 46-50 Perils 46–50 — WPISZ
12 51-55 Perils 51–55 — WPISZ
13 56-60 Perils 56–60 — WPISZ
14 61-65 Perils 61–65 — WPISZ
15 66-70 Perils 66–70 — WPISZ
16 71-75 Perils 71–75 — WPISZ
17 76-80 Perils 76–80 — WPISZ
18 81-85 Perils 81–85 — WPISZ
19 86-90 Perils 86–90 — WPISZ
20 91-95 Perils 91–95 — WPISZ
21 96-100 Perils 96–100 — WPISZ
-3
View File
@@ -1,3 +0,0 @@
name,type,discipline,action,test,range,sustained,effect,source,notes
Smite,power,Biomancy,Half,"WP Challenging (+0)","PR*10m",No,"1d10+PR E; Tearing","DH2 CRB","PRZYKŁAD ZASTĄP"
Foreboding,power,Divination,Reaction,"Per Difficult (-10)","Self",No,"Use as Evasion; DoS rules","DH2 CRB","PRZYKŁAD ZASTĄP"
1 name type discipline action test range sustained effect source notes
2 Smite power Biomancy Half WP Challenging (+0) PR*10m No 1d10+PR E; Tearing DH2 CRB PRZYKŁAD – ZASTĄP
3 Foreboding power Divination Reaction Per Difficult (-10) Self No Use as Evasion; DoS rules DH2 CRB PRZYKŁAD – ZASTĄP
-21
View File
@@ -1,21 +0,0 @@
Roll,Result
1-5,PP 15 — WPISZ
6-10,PP 610 — WPISZ
11-15,PP 1115 — WPISZ
16-20,PP 1620 — WPISZ
21-25,PP 2125 — WPISZ
26-30,PP 2630 — WPISZ
31-35,PP 3135 — WPISZ
36-40,PP 3640 — WPISZ
41-45,PP 4145 — WPISZ
46-50,PP 4650 — WPISZ
51-55,PP 5155 — WPISZ
56-60,PP 5660 — WPISZ
61-65,PP 6165 — WPISZ
66-70,PP 6670 — WPISZ
71-75,PP 7175 — WPISZ
76-80,PP 7680 — WPISZ
81-85,PP 8185 — WPISZ
86-90,PP 8690 — WPISZ
91-95,PP 9195 — WPISZ
96-100,PP 96100 — WPISZ
1 Roll Result
2 1-5 PP 1–5 — WPISZ
3 6-10 PP 6–10 — WPISZ
4 11-15 PP 11–15 — WPISZ
5 16-20 PP 16–20 — WPISZ
6 21-25 PP 21–25 — WPISZ
7 26-30 PP 26–30 — WPISZ
8 31-35 PP 31–35 — WPISZ
9 36-40 PP 36–40 — WPISZ
10 41-45 PP 41–45 — WPISZ
11 46-50 PP 46–50 — WPISZ
12 51-55 PP 51–55 — WPISZ
13 56-60 PP 56–60 — WPISZ
14 61-65 PP 61–65 — WPISZ
15 66-70 PP 66–70 — WPISZ
16 71-75 PP 71–75 — WPISZ
17 76-80 PP 76–80 — WPISZ
18 81-85 PP 81–85 — WPISZ
19 86-90 PP 86–90 — WPISZ
20 91-95 PP 91–95 — WPISZ
21 96-100 PP 96–100 — WPISZ
-28
View File
@@ -1,28 +0,0 @@
// 🩹 Toggle conditions on selected tokens (Foundry v13)
const choices = [
{id:"fatigued", label:"Fatigued"},
{id:"stunned", label:"Stunned"},
{id:"prone", label:"Prone"},
{id:"frightened", label:"Frightened (Fear)"}
];
const opts = choices.map(c=>`<label><input type="checkbox" name="c" value="${c.id}"> ${c.label}</label>`).join("<br/>");
new Dialog({
title:"🩹 Conditions",
content:`<form>${opts}<div class="form-group"><label>Mode</label>
<select name="mode"><option value="toggle">Toggle</option><option value="on">Apply</option><option value="off">Remove</option></select></div></form>`,
buttons:{
go:{label:"Apply",callback: html=>{
const ids = Array.from(html.find('input[name="c"]:checked')).map(e=>e.value);
const mode = html.find('[name="mode"]').val();
const getEf = id => CONFIG.statusEffects.find(e=>e.id===id) ?? {id};
canvas.tokens.controlled.forEach(t=>{
ids.forEach(id=>{
if (mode==="toggle") t.toggleEffect(getEf(id));
else if (mode==="on") t.actor?.effects?.some(e=>e.getFlag("core","statusId")===id) ? null : t.toggleEffect(getEf(id));
else if (mode==="off") t.actor?.effects?.some(e=>e.getFlag("core","statusId")===id) ? t.toggleEffect(getEf(id)) : null;
});
});
}}
}
}).render(true);
-38
View File
@@ -1,38 +0,0 @@
// 💥 Quick Damage — supports Tearing, Proven(X), Primitive(X), flat mod
new Dialog({
title:"💥 Damage Roller",
content: `
<form>
<div class="form-group"><label>Flat modifier (e.g., +3)</label><input name="mod" type="number" value="0"/></div>
<div class="form-group"><label>Traits</label>
<label><input type="checkbox" name="tear"> Tearing</label>
<label><input type="checkbox" name="prov"> Proven</label>
<input name="provV" type="number" value="0" style="width:60px" placeholder="X"/>
<label><input type="checkbox" name="prim"> Primitive</label>
<input name="primV" type="number" value="0" style="width:60px" placeholder="X"/>
</div>
</form>`,
buttons:{
go:{label:"Roll", callback: async html=>{
const mod = Number(html.find('[name="mod"]').val());
const tearing = html.find('[name="tear"]')[0].checked;
const proven = html.find('[name="prov"]')[0].checked ? Number(html.find('[name="provV"]').val()) : 0;
const primitive = html.find('[name="prim"]')[0].checked ? Number(html.find('[name="primV"]').val()) : 0;
// base die (d10) with tearing (best of 2)
const r1 = await (new Roll("1d10")).roll({async:true});
const r2 = tearing ? await (new Roll("1d10")).roll({async:true}) : null;
let die = tearing ? Math.max(r1.total, r2.total) : r1.total;
// apply Proven/Primitive
if (proven>0) die = Math.max(die, proven);
if (primitive>0) die = Math.min(die, primitive);
const rf = (die===10); // potential Zealous Hatred trigger
const total = die + mod;
let flavor = `💥 <b>Damage</b><br/>Die: ${die}${tearing?` (Tearing ${r1.total}/${r2.total.total})`:''} + Mod ${mod} = <b>${total}</b>`;
if (proven>0) flavor += `<br/>Proven(${proven}) zastosowano`;
if (primitive>0) flavor += `<br/>Primitive(${primitive}) zastosowano`;
if (rf) flavor += `<br/><b>⚡ Natural 10</b> — rozważ Zealous Hatred.`;
ChatMessage.create({speaker: ChatMessage.getSpeaker(), content: flavor});
}}
}
}).render(true);
-26
View File
@@ -1,26 +0,0 @@
// 📚 Create placeholder RollTables for Crits + Psychic Phenomena/Perils (with icons)
const icon = {Energy:"⚡", Impact:"🔨", Rending:"🗡️", Explosive:"💥"};
const dmgTypes = ["Energy","Impact","Rending","Explosive"];
const locs = ["Head","Body","Left Arm","Right Arm","Left Leg","Right Leg"];
async function makeCrit(dtype, loc){
const name = `Crit: ${dtype} - ${loc}`;
if (game.tables.getName(name)) return;
const results = [];
for (let i=1;i<=5;i++){
results.push({type:0, text:`${icon[dtype]||""} ${dtype}/${loc} — wpis ${i} (uzupełnij z PDF)`, weight:1, range:[i,i]});
}
await RollTable.implementation.create({name, formula:"1d5", replacement:true, displayRoll:false, results});
}
async function makeWide(name, emoji){
if (game.tables.getName(name)) return;
const results = [];
for (let i=0;i<20;i++){
const lo=i*5+1, hi=i*5+5;
results.push({type:0, text:`${emoji} ${name} ${lo}-${hi} — wpis (uzupełnij z PDF)`, weight:1, range:[lo,hi]});
}
await RollTable.implementation.create({name, formula:"1d100", replacement:true, displayRoll:false, results});
}
for (const d of dmgTypes) for (const l of locs) await makeCrit(d,l);
await makeWide("Psychic Phenomena","🌀");
await makeWide("Perils of the Warp","☠️");
ui.notifications.info("Utworzono puste tabele: Crits (4×6) + Phenomena + Perils.");
-3
View File
@@ -1,3 +0,0 @@
name,type,tier,aptitudes,prereq,effect,source,notes
Ambidextrous,talent,1,"Agility; Offence","Ag 30","-10 to off-hand penalty","DH2 CRB","PRZYKŁAD ZASTĄP"
Aegis Discipline (GK),talent,2,"Willpower; Defence","Psyker","Reroll Perils 1×scene","HOUSE","DODAJ WŁASNY OPIS"
1 name type tier aptitudes prereq effect source notes
2 Ambidextrous talent 1 Agility; Offence Ag 30 -10 to off-hand penalty DH2 CRB PRZYKŁAD – ZASTĄP
3 Aegis Discipline (GK) talent 2 Willpower; Defence Psyker Reroll Perils 1×scene HOUSE DODAJ WŁASNY OPIS
-3
View File
@@ -1,3 +0,0 @@
name,type,subtype,damage,pen,range,rof,qualities,weight,availability,source,notes
Lasgun M36,weapon,Basic,"1d10+3",0,100m,"S/3/","Reliable",4,Common,"DH2 CRB p.142","PRZYKŁAD ZASTĄP"
Astartes Bolter,weapon,Basic,"1d10+9",4,90m,"S/2/","Tearing; Unreliable",9,Rare,"DW CRB","PRZYKŁAD ZASTĄP"
1 name type subtype damage pen range rof qualities weight availability source notes
2 Lasgun M36 weapon Basic 1d10+3 0 100m S/3/– Reliable 4 Common DH2 CRB p.142 PRZYKŁAD – ZASTĄP
3 Astartes Bolter weapon Basic 1d10+9 4 90m S/2/– Tearing; Unreliable 9 Rare DW CRB PRZYKŁAD – ZASTĄP
-33
View File
@@ -1,33 +0,0 @@
// ⚡ Zealous Hatred helper (DH2) — roll 1d5 crit OR add +1d5 dmg
new Dialog({
title: "⚡ Zealous Hatred",
content: `
<form>
<div class="form-group"><label>Wound damage after Armour/TB?</label>
<select name="penetrated"><option value="yes">Yes → roll Critical (1d5)</option><option value="no">No → add +1d5 damage</option></select></div>
<div class="form-group"><label>Damage Type</label>
<select name="dtype"><option>Energy</option><option>Impact</option><option>Rending</option><option>Explosive</option></select></div>
<div class="form-group"><label>Hit Location</label>
<select name="loc"><option>Head</option><option>Body</option><option>Left Arm</option><option>Right Arm</option><option>Left Leg</option><option>Right Leg</option></select></div>
<div class="form-group"><label>Table name (optional override)</label><input name="tname" type="text" placeholder="Crit: Energy - Head"/></div>
</form>`,
buttons: {
go: { label: "Resolve", callback: async html => {
const pen = html.find('[name="penetrated"]').val();
if (pen === "yes") {
const dtype = html.find('[name="dtype"]').val();
const loc = html.find('[name="loc"]').val();
const override = html.find('[name="tname"]').val()?.trim();
const name = override || `Crit: ${dtype} - ${loc}`;
const r = await (new Roll("1d5")).roll({async:true});
const table = game.tables.getName(name);
if (table) await table.draw({displayResults:true, roll:r});
else r.toMessage({flavor:`⚡ <b>Zealous Hatred</b>: Critical ${r.total} — brak tabeli <b>${name}</b> (utwórz lub zmień nazwę).`});
} else {
const r = await (new Roll("1d5")).roll({async:true});
r.toMessage({flavor:"⚡ <b>Zealous Hatred</b>: Dodaj do obrażeń <b>+1d5</b> (atak nie przebił Soak)."});
}
}}
}
}).render(true);
+19 -18
View File
@@ -9,7 +9,26 @@ from typing import AsyncIterator, Callable, Awaitable
from aiomcrcon import Client as _Rcon # Source RCON over TCP
import asyncssh
load_dotenv()
log = logging.getLogger("discord")
@dataclass
class Event:
kind: str # "chat" | "login" | "logout" | "death" | "raw"
text: str # gotowy do wyświetlenia tekst
raw: str # oryginalna linia (do debugowania)
# --- REGEXY DO DOSTROJENIA NA WŁASNYM LOGU ---
# Poniżej PRZYKŁADOWE wzorce. Conan/Pippi/Tot logują różnie — sprawdź swój log
# i dopasuj. Jeśli wzorzec nie pasuje, linia trafia jako "raw" tylko do debug.
_PATTERNS: list[tuple[str, re.Pattern]] = [
("chat", re.compile(r"Chat:\s*(?P<who>.+?):\s*(?P<msg>.+)$", re.I)),
("login", re.compile(r"(?P<who>.+?)\s+(joined|connected|logged in)", re.I)),
("logout", re.compile(r"(?P<who>.+?)\s+(left|disconnected|logged out)", re.I)),
("death", re.compile(r"(?P<who>.+?)\s+was killed by\s+(?P<by>.+)$", re.I)),
]
@dataclass(frozen=True)
class Config:
# Discord
@@ -91,22 +110,6 @@ class RconClient:
pass
self._client = None
@dataclass
class Event:
kind: str # "chat" | "login" | "logout" | "death" | "raw"
text: str # gotowy do wyświetlenia tekst
raw: str # oryginalna linia (do debugowania)
# --- REGEXY DO DOSTROJENIA NA WŁASNYM LOGU ---
# Poniżej PRZYKŁADOWE wzorce. Conan/Pippi/Tot logują różnie — sprawdź swój log
# i dopasuj. Jeśli wzorzec nie pasuje, linia trafia jako "raw" tylko do debug.
_PATTERNS: list[tuple[str, re.Pattern]] = [
("chat", re.compile(r"Chat:\s*(?P<who>.+?):\s*(?P<msg>.+)$", re.I)),
("login", re.compile(r"(?P<who>.+?)\s+(joined|connected|logged in)", re.I)),
("logout", re.compile(r"(?P<who>.+?)\s+(left|disconnected|logged out)", re.I)),
("death", re.compile(r"(?P<who>.+?)\s+was killed by\s+(?P<by>.+)$", re.I)),
]
def parse_line(line: str) -> Event | None:
@@ -195,8 +198,6 @@ async def watch(cfg, on_event: Callable[[Event], Awaitable[None]]) -> None:
except Exception:
log.exception("Błąd obsługi zdarzenia")
load_dotenv()
def _req(key: str) -> str:
val = os.getenv(key)
if not val or val.startswith("wklej") or val.startswith("000000"):