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+#include "json.hpp"
+#include "weapon.h"
+#include "creature.h"
+#include <string>
+#include <sstream>
+#include <algorithm>
+
+using namespace std;
+
+namespace item {
+ Weapon::Weapon(const nlohmann::json& data)
+ : Item(data), damageType(data["damage"]["dmg_type"]), damageDieCount(data["damage"]["dmg_die_count"]), damageDieSides(data["damage"]["dmg_die_sides"]), properties(data["properties"]), weaponType(data["type"]), range(data["range"][0], data["range"][1]), reach(data["reach"]) {}
+
+ string Weapon::getDamageType() const {
+ return damageType;
+ }
+
+ int Weapon::getDamageDieCount() const {
+ return damageDieCount;
+ }
+
+ int Weapon::getDamageDieSides(bool versatile) const {
+ if(versatile && getProperties().count("versatile")) {
+ return damageDieSides + 2;
+ }
+ return damageDieSides;
+ }
+
+ set<string> Weapon::getProperties() const {
+ return properties;
+ }
+
+ string Weapon::getWeaponType() const {
+ return weaponType;
+ }
+
+ pair<int, int> Weapon::getRange() const {
+ return range;
+ }
+
+ int Weapon::getReach() const {
+ return reach;
+ }
+
+ nlohmann::json Weapon::toJson() const {
+ auto data = Item::toJson();
+ data["damage"]["dmg_type"] = damageType;
+ data["damage"]["dmg_die_count"] = damageDieCount;
+ data["damage"]["dmg_die_sides"] = damageDieSides;
+ data["properties"] = properties;
+ data["type"] = weaponType;
+ data["range"] = range;
+ data["reach"] = reach;
+ return data;
+ }
+
+ std::string genActionText(const Weapon& w, const creature::Creature& c) {
+ stringstream text;
+ // Determine best ability bonus
+ int abilityBonus = c.getBonus("str");
+ if(w.getProperties().count("finesse")) {
+ abilityBonus = max(abilityBonus, c.getBonus("dex"));
+ }
+ text << "+" << abilityBonus + c.getProficiency() << " to hit, ";
+ if(w.getReach() > 0) {
+ text << "reach " << w.getReach() << " ft.";
+ if(w.getRange().second > 0) {
+ text << " or ";
+ }
+ }
+ if(w.getRange().second > 0) {
+ text << "range " << w.getRange().first << "/" << w.getRange().second << " ft.";
+ }
+ text << "\nHit: " << w.getDamageDieCount() << "d" << w.getDamageDieSides() << " + " << abilityBonus << " " << w.getDamageType() << " damage";
+ if(w.getProperties().count("versatile")) {
+ text << " (or " << w.getDamageDieCount() << "d" << w.getDamageDieSides(true) << " + " << abilityBonus << " " << w.getDamageType() << " damage if two-handed)";
+ }
+ text << ".";
+ auto props = w.getProperties();
+ // We don't care about finesse nor versatile because they're already handled
+ props.erase("finesse");
+ props.erase("versatile");
+ if(! props.empty()) {
+ text << "\nAdditional properties:\n";
+ for(string prop : props) {
+ text << "\t" << prop << "\n";
+ }
+ }
+ return text.str();
+ }
+}