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#include "creature.h"
#include "json.hpp"
#include "dice.h"
#include "rules.h"
#include "feature.h"
#include "weapon.h"
#include "armor.h"
#include <algorithm>
#include <iostream>
typedef nlohmann::json json;
using namespace std;
namespace creature {
Creature::Creature(const json& data)
: inventory(json2ptrvec<entry::Item>(data["inventory"])), creatureName(data["name"]), size(data["size"]), type(data["type"]), alignment(data["alignment"]), hdCount(data["hit_die_count"]), hdSides(data["hit_die_sides"]), speed(data["speed"]), stats(data["stats"]), skills(data["skills"]), saves(data["saves"]), langs(data["langs"]), cr(data["cr"]), proficiency(data["prof"]), dmgImmunities(json2vec<dmgType>(data["d_immunities"])), dmgResistances(json2vec<dmgType>(data["d_resistances"])), dmgVulnerabilities(json2vec<dmgType>(data["d_vulnerabilities"])), condImmunities(json2vec<dmgType>(data["c_immunities"])), features(json2ptrvec<entry::Feature>(data["features"]))
{
// Initialize names and hp
if(((map<string, json>) data).contains("givenName")) {
givenName = data["givenName"];
hpMax = data["hpMax"];
hp = data["hp"];
} else {
givenName = "Jerry"; //TODO: Autogenerate
hpMax = this->getBonus("con") * hdCount;
for(int i = 0; i < hdCount; i++) {
hpMax += roll(hdSides);
}
hp = hpMax;
}
}
template<typename T> vector<json> getJsonVectP(vector<T> src) {
vector<json> ret;
for(T i : src) {
ret.push_back(i->toJson());
}
return ret;
}
nlohmann::json Creature::toJson() const {
return nlohmann::json({
{"name", creatureName},
{"size", size},
{"type", type},
{"alignment", alignment},
{"hit_die_count", hdCount},
{"hit_die_sides", hdSides},
{"speed", speed},
{"stats", stats},
{"skills", skills},
{"saves", saves},
{"langs", langs},
{"cr", cr},
{"prof", proficiency},
{"d_immunities", dmgImmunities},
{"d_resistances", dmgResistances},
{"d_vulnerabilities", dmgVulnerabilities},
{"c_immunities", condImmunities},
{"givenName", givenName},
{"hpMax", hpMax},
{"hp", hp},
{"inventory", getJsonVectP(inventory)},
{"features", getJsonVectP(features)}
});
}
// True if type without matching qualifiers is in subdata
bool conditionApplies(const string& type, const vector<string>& qualifiers, const vector<dmgType> subdata) {
bool applies = false;
for(dmgType con : subdata) {
if(con.type == type) {
applies = true;
for(string qualifier : qualifiers) {
if(find(con.qualifiers.begin(), con.qualifiers.end(), qualifier) == con.qualifiers.end()) {
applies = false;
}
}
}
}
return applies;
}
void Creature::applyDamage(int amount, const string& type, const vector<string>& qualifiers) {
if(! conditionApplies(type, qualifiers, dmgImmunities)) {
if(conditionApplies(type, qualifiers, dmgResistances)) {
hp -= amount / 2;
} else if(conditionApplies(type, qualifiers, dmgVulnerabilities)) {
hp -= amount * 2;
} else {
hp -= amount;
}
}
}
int Creature::getSkillBonus(const string& skill) const {
int bonus = this->getBonus(skill2ability[skill]);
if(skills.contains(skill)) {
bonus += skills.at(skill) * getProficiency();
}
return bonus;
}
int Creature::getAbilitySaveBonus(const string& ability) const {
int bonus = this->getBonus(ability);
if(find(saves.begin(), saves.end(), ability) != saves.end()) {
bonus += getProficiency();
}
return bonus;
}
void Creature::addInventoryItem(shared_ptr<entry::Item> item) {
inventory.push_back(item);
}
void Creature::removeInventoryItem(const string& name) {
for(auto it = inventory.begin(); it != inventory.end(); it++) {
if((*it)->getName() == name) {
inventory.erase(it);
break;
}
}
}
map<string, int> Creature::getSkills() const {
map<string, int> s;
for(auto skill : skills) {
s[skill.first] = getSkillBonus(skill.first);
}
return s;
}
map<string, int> Creature::getSaves() const {
map<string, int> s;
for(auto save : saves) {
s[save] = this->getBonus(save) + getProficiency();
}
return s;
}
const int getAC(const Creature& c) {
int baseBonus = 10 + c.getBonus("dex");
int miscBonus = 0;
for(auto a : getItems<entry::Armor>(c)) {
if(c.getScore("str") < a->getStrRequirement()) {
continue;
}
auto armorType = a->getArmorType();
if(armorType== "misc" || armorType == "shield") {
miscBonus += a->getACBonus();
} else {
baseBonus = a->getACBonus();
if(armorType == "light") {
baseBonus += c.getBonus("dex");
} else if(armorType == "medium") {
baseBonus += (c.getBonus("dex") > 2)? 2 : c.getBonus("dex");
}
}
}
return baseBonus + miscBonus;
}
}
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