#include "weapon.h" #include "creature.h" #include "rules.h" #include "dice.h" #include #include #include using namespace std; namespace entry { string getTextHelper(const Weapon& w, string toHitBonus, string damageBonus) { stringstream text; text << "+" << toHitBonus << " 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 << " Hit: "; auto dmgs = w.getDamage(); for(size_t i = 0; i < dmgs.size(); i++) { const Damage& d = dmgs[i]; text << d.dmg_die_count << "d" << d.dmg_die_sides; if(i == 0) { if(w.getProperties().count("versatile")) { text << " (or " << d.dmg_die_count << "d" << d.dmg_die_sides + 2 << " if two-handed)"; } text << " + " << damageBonus; } text << " " << d.dmg_type << " damage"; if(i < dmgs.size()-1) { if(d.is_or) { text << " or "; } else { text << " plus "; } } } 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 << " Additional properties: " << utils::join(props, ", ") << "."; } if(! w.Entry::getText().empty()) { text << " " << w.Entry::getText(); } text << " " << w.Substantial::getText(); return text.str(); } vector rollDmg(const Weapon& w, bool versatile) { vector dmgs = w.getDamage(); bool first = true; for(Damage& d : dmgs) { d.rolled = 0; int sides = d.dmg_die_sides; if(first && versatile && w.getProperties().count("versatile")) { sides += 2; } first = false; for(int i = 0; i < d.dmg_die_count; i++) { d.rolled += dice::roll(sides); } } return dmgs; } string formatDmg(const Weapon& w, const creature::Creature& c) { stringstream text; vector dmgsNoVersatile = rollDmg(w, false); vector dmgsVersatile = rollDmg(w, true); int abilityBonus = c.getBonus(creature::getBestAbility(getAbilityOptions(w), c)); for(size_t i = 0; i < dmgsNoVersatile.size(); i++) { if(i == 0) { text << dmgsNoVersatile[i].rolled + abilityBonus; if(w.getProperties().count("versatile")) { text << " (or " << dmgsVersatile[i].rolled + abilityBonus << " if two-handed)"; } } else { text << dmgsNoVersatile[i].rolled; } text << " " << dmgsNoVersatile[i].dmg_type << " damage"; if(i < dmgsNoVersatile.size()-1) { if(dmgsNoVersatile[i].is_or) { text << " or "; } else { text << " plus "; } } } return text.str(); } vector getAbilityOptions(const Weapon& w) { // Do finesse if(w.getProperties().count("finesse")) { return {rules::Ability::Str(), rules::Ability::Dex()}; } // Do melee weapons if(w.getReach() > 0) { return {rules::Ability::Str()}; } // Do range weapons (thrown melee were done above) if(w.getRange().second > 0) { return {rules::Ability::Dex()}; } cerr << "Error processing weapon!" << endl; return {rules::Ability::Str()}; } string Weapon::getText() const { auto abilities = getAbilityOptions(*this); string abilityString; if(abilities.size() == 1) { abilityString = string(abilities[0]); } else { abilityString = "max(" + utils::join(abilities, ", ") + ")"; } return getTextHelper(*this, "(" + abilityString + " + prof)", abilityString); } string Weapon::getText(const creature::Creature& c) const { stringstream text; text << getName() << " (" << getType() << "): "; // Determine best ability bonus int abilityBonus = c.getBonus(creature::getBestAbility(getAbilityOptions(*this), c)); text << getTextHelper(*this, to_string(abilityBonus + c.getProficiency()), to_string(abilityBonus)); return text.str(); } }