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#include "creature.h"
#include "dice.h"
#include "rules.h"
#include "weapon.h"
#include "armor.h"
#include "attack.h"
#include "spellcasting.h"
#include <algorithm>
#include <iostream>
#include <sstream>
#include <iomanip>
#include <cmath>
namespace creature {
struct creatureImpl {
std::string givenName;
int hpMax;
int hp;
std::vector<std::shared_ptr<entry::Item>> inventory;
std::map<rules::Ability, int> stats;
std::map<rules::Skill, int> skills;
int prof;
std::string size;
std::string alignment;
int hit_die_count;
int hit_die_sides;
std::string speed;
std::vector<rules::Ability> saves;
std::vector<std::string> senses;
std::string langs;
double cr;
bool observant;
NatArmor natural_armor;
std::vector<dmgType> d_immunities;
std::vector<dmgType> d_resistances;
std::vector<dmgType> d_vulnerabilities;
std::vector<dmgType> c_immunities;
std::vector<std::shared_ptr<entry::Feature>> features;
};
NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE(creatureImpl, givenName, hpMax, hp, inventory, stats, skills, prof, size, alignment, hit_die_count, hit_die_sides, speed, saves, senses, langs, cr, observant, natural_armor, d_immunities, d_resistances, d_vulnerabilities, c_immunities, features);
NLOHMANN_FRIEND_DEFS(entry::Entry, Creature, data);
Creature::Creature() : data(new creatureImpl()) {}
// Pile of (simple) getters
std::string Creature::getCreatureName(void) const {return getName();}
std::string Creature::getGivenName(void) const {return data->givenName;}
std::string Creature::getSize(void) const {return data->size;}
std::string Creature::getAlignment(void) const {return data->alignment;}
double Creature::getCR(void) const {return data->cr;}
NatArmor Creature::getNaturalArmor(void) const {return data->natural_armor;}
std::string Creature::getLanguages(void) const {return data->langs;}
int Creature::getHP(void) const {return data->hp;}
int Creature::getHPMax(void) const {return data->hpMax;}
std::vector<std::string> Creature::getSenses(void) const {return data->senses;}
std::string Creature::getSpeed(void) const {return data->speed;}
int Creature::getScore(const rules::Ability& ability) const {return data->stats.at(ability);}
int Creature::getBonus(const rules::Ability& ability) const {return std::floor((getScore(ability) - 10) / 2.0);}
int Creature::getProficiency(void) const {return data->prof;}
int Creature::getInitiative(void) const {return getBonus(rules::Ability::Dex());}
std::vector<std::shared_ptr<entry::Feature>> Creature::getFeatures(void) const {return data->features;}
std::vector<std::shared_ptr<entry::Item>> Creature::getInventory(void) const {return data->inventory;}
std::vector<dmgType> Creature::getDmgImmunities(void) const {return data->d_immunities;}
std::vector<dmgType> Creature::getDmgResistances(void) const {return data->d_resistances;}
std::vector<dmgType> Creature::getDmgVulnerabilities(void) const {return data->d_vulnerabilities;}
std::vector<dmgType> Creature::getCondImmunities(void) const {return data->c_immunities;}
// Simple setters
void Creature::setGivenName(const std::string& name) {data->givenName = name;}
void Creature::setProficiency(int p) {data->prof = p;}
void Creature::init() {
if(data->hpMax == -1) {
// Initialize hp
data->hpMax = getBonus(rules::Ability::Con()) * data->hit_die_count;
for(int i = 0; i < data->hit_die_count; i++) {
data->hpMax += dice::roll(data->hit_die_sides);
}
// If less than zero (caused by negative con bonus), set to minimum of 1
if(data->hpMax <= 0) {
data->hpMax = 1;
}
data->hp = data->hpMax;
}
}
// True if type without matching qualifiers is in subdata
bool conditionApplies(const std::string& type, const std::vector<rules::Qualifier>& qualifiers, const std::vector<dmgType> subdata) {
bool applies = false;
for(dmgType con : subdata) {
if(con.type == type) {
applies = true;
for(auto qualifier : qualifiers) {
if(find(con.qualifiers.begin(), con.qualifiers.end(), qualifier) != con.qualifiers.end()) {
applies = false;
}
}
}
}
return applies;
}
void Creature::applyDamage(int amount, const std::string& type, const std::vector<rules::Qualifier>& qualifiers) {
if(! conditionApplies(type, qualifiers, getDmgImmunities())) {
if(conditionApplies(type, qualifiers, getDmgResistances())) {
data->hp -= amount / 2;
} else if(conditionApplies(type, qualifiers, getDmgVulnerabilities())) {
data->hp -= amount * 2;
} else {
data->hp -= amount;
}
}
}
int Creature::saveOrDamage(const rules::Ability& ability, int DC, int amount, const std::string& type, const std::vector<rules::Qualifier>& qualifiers, bool saveHalves) {
// TODO: Something about evasion
int rolled = dice::roll(20) + getAbilitySaveBonus(ability);
if(rolled >= DC and saveHalves) {
applyDamage(amount/2, type, qualifiers);
} else if(rolled < DC) {
applyDamage(amount, type, qualifiers);
}
return rolled;
}
void Creature::applyHealing(int amount) {
data->hp += amount;
if(data->hp > data->hpMax) {
data->hp = data->hpMax;
}
}
int Creature::getSkillBonus(const rules::Skill& skill) const {
int bonus = this->getBonus(skill.getAbility());
if(data->skills.contains(skill)) {
bonus += data->skills.at(skill) * getProficiency();
}
return bonus;
}
int Creature::getAbilitySaveBonus(const rules::Ability& ability) const {
int bonus = this->getBonus(ability);
if(find(data->saves.begin(), data->saves.end(), ability) != data->saves.end()) {
bonus += getProficiency();
}
return bonus;
}
void Creature::addInventoryItem(std::shared_ptr<entry::Item> item) {
data->inventory.push_back(item);
}
void Creature::addSpellcasting() {
if(getSpellcasting()) {
throw std::runtime_error("Creature " + getName() + " already has spellcasting");
}
std::shared_ptr<entry::Feature> sc(new entry::Spellcasting());
data->features.push_back(sc);
}
std::shared_ptr<entry::Spellcasting> Creature::getSpellcasting() const {
for(auto f : getFeatures()) {
if(f->getType() == "spells") {
return dynamic_pointer_cast<entry::Spellcasting>(f);
}
}
return std::shared_ptr<entry::Spellcasting>();
}
void Creature::addSpell(std::shared_ptr<entry::Spell> spell) {
auto sc = getSpellcasting();
if(! sc) {
throw std::runtime_error("Creature " + getName() + " has no spellcasting");
}
std::size_t level = spell->getLevel();
while(sc->getSlotLevels().size() <= level) {
sc->addSlotLevel();
}
sc->getSlotLevels()[level]->spells.push_back(spell);
}
void Creature::removeSpell(std::shared_ptr<entry::Spell> spell) {
auto sc = getSpellcasting();
if(sc) {
if(sc->getSlotLevels().size() > (size_t) spell->getLevel()) {
auto sl = sc->getSlotLevels()[spell->getLevel()];
for(auto it = sl->spells.begin(); it != sl->spells.end(); it++) {
if(*it == spell) {
sl->spells.erase(it);
break;
}
}
}
}
}
void Creature::removeInventoryItem(std::shared_ptr<entry::Item> item) {
for(auto it = data->inventory.begin(); it != data->inventory.end(); it++) {
if(*it == item) {
data->inventory.erase(it);
break;
}
}
}
std::map<rules::Skill, int> Creature::getSkills() const {
std::map<rules::Skill, int> s;
for(auto skill : data->skills) {
s.insert({skill.first, getSkillBonus(skill.first)});
}
return s;
}
std::map<rules::Ability, int> Creature::getSaves() const {
std::map<rules::Ability, int> s;
for(auto save : data->saves) {
s.insert({save, this->getBonus(save) + getProficiency()});
}
return s;
}
void Creature::setScore(const rules::Ability& ability, int score) {
int initBonus = getBonus(ability);
data->stats[ability] = score;
if(ability == rules::Ability::Con()) {
int delta = getBonus(ability) - initBonus;
data->hpMax += delta * data->hit_die_count;
data->hp += delta * data->hit_die_count;
}
}
void Creature::setProfLevel(const rules::Skill& skill, int level) {
data->skills[skill] = level;
if(level == 0) {
data->skills.erase(skill);
}
}
void Creature::longRest() {
data->hp = data->hpMax;
}
int getShieldBonus(const Creature& c) {
for(auto a : utils::castPtrs<entry::Item, entry::Armor>(c.getInventory())) {
if(a->getArmorType() == "shield") {
return a->getACBonus();
}
}
return 0;
}
const int getAC(const Creature& c) {
auto natArmor = c.getNaturalArmor();
if(! natArmor.name.empty()) {
// Shields stack with nat armor (see lizardfolk)
return natArmor.bonus + getShieldBonus(c);
}
int dex = c.getBonus(rules::Ability::Dex());
int baseBonus = 10 + dex;
int miscBonus = 0;
for(auto a : utils::castPtrs<entry::Item, entry::Armor>(c.getInventory())) {
if(c.getScore(rules::Ability::Str()) < a->getStrRequirement()) {
continue;
}
auto armorType = a->getArmorType();
if(armorType == "misc" || armorType == "shield") {
miscBonus += a->getACBonus();
} else {
baseBonus = a->getACBonus();
if(armorType == "light") {
baseBonus += dex;
} else if(armorType == "medium") {
baseBonus += (dex > 2)? 2 : dex;
}
}
}
return baseBonus + miscBonus;
}
std::vector<std::shared_ptr<entry::Weapon>> getAttacks(const Creature& c) {
std::vector<std::shared_ptr<entry::Weapon>> a = utils::castPtrs<entry::Item, entry::Weapon>(c.getInventory());
for(auto attack : utils::castPtrs<entry::Feature, entry::Attack>(c.getFeatures())) {
a.push_back(std::shared_ptr<entry::Weapon>(new entry::Weapon(attack->getWeapon())));
}
return a;
}
rules::Ability getBestAbility(const std::vector<rules::Ability>& abilities, const Creature& c) {
const rules::Ability* bestA = &abilities[0];
for(auto a : abilities) {
if(c.getBonus(a) > c.getBonus(*bestA)) {
bestA = &a;
}
}
return *bestA;
}
template<typename T> std::vector<std::string> mapItems(const std::vector<std::shared_ptr<T>>& items) {
std::vector<std::string> out;
for(auto i : items) {
out.push_back(i->getName());
}
return out;
}
std::vector<std::string> dmgTypes2text(std::vector<dmgType> dmg) {
std::vector<std::string> ret;
for(dmgType t : dmg) {
ret.push_back(t.getText());
}
return ret;
}
std::string formatDmgTypeVector(std::string title, std::vector<dmgType> dmg) {
return title + ": " + utils::join(dmgTypes2text(dmg), "; ");
}
std::string Creature::getText() const {
std::stringstream text;
text << getGivenName() << " (" << getCreatureName() << "): " << getHP() << "/" << getHPMax() << " hp, " << getAC(*this) << " ac";
if(! getNaturalArmor().name.empty()) {
text << " (" << getNaturalArmor().name;
if(getShieldBonus(*this) != 0) {
text << ", shield";
}
text << ")";
} else {
std::string armor = utils::join(mapItems(utils::castPtrs<entry::Item, entry::Armor>(getInventory())), ", ");
if(! armor.empty()) {
text << " (" << armor << ")";
}
}
text << ", speed " << getSpeed() << std::endl;
text << "A cr " << getCR() << " " << getAlignment() << " " << getSize() << " " << getType() << "." << std::endl;
text << "Stats:" << std::endl;
using namespace rules;
std::vector<rules::Ability> abilities {Ability::Str(), Ability::Dex(), Ability::Con(), Ability::Int(), Ability::Wis(), Ability::Cha()};
for(auto ability : abilities) {
text << " " << std::setw(6) << std::left << ability.getAbbrev();
}
text << std::endl;
for(auto ability : abilities) {
text << std::setw(7) << std::left << (std::to_string(getScore(ability)) + "(" + std::to_string(getBonus(ability)) + ")");
}
text << std::endl;
text << "Senses: ";
if(! getSenses().empty()) {
text << utils::join(getSenses(), ", ") << ", ";
}
text << "Passive Perception " << 10 + getSkillBonus(rules::Skill::Perception()) + (data->observant? 5 : 0) << std::endl;
if(! getLanguages().empty()) {
text << "Languages: " << getLanguages() << std::endl;
}
text << "Proficiency: " << getProficiency() << std::endl;
if(! getSkills().empty()) {
text << std::endl << "Skills:" << std::endl;
for(auto skill : getSkills()) {
text << " * " << skill.first.getName() << " (+" << skill.second << ")" << std::endl;
}
}
if(! getSaves().empty()) {
text << std::endl << "Saves:" << std::endl;
for(auto save : getSaves()) {
text << " * " << save.first.getAbbrev() << " (+" << save.second << ")" << std::endl;
}
}
if(! getDmgImmunities().empty()) {
text << formatDmgTypeVector("\nDamage Immunities", getDmgImmunities()) << std::endl;
}
if(! getDmgResistances().empty()) {
text << formatDmgTypeVector("\nDamage Resistances", getDmgResistances()) << std::endl;
}
if(! getDmgVulnerabilities().empty()) {
text << formatDmgTypeVector("\nDamage Vulnerabilities", getDmgVulnerabilities()) << std::endl;
}
if(! getCondImmunities().empty()) {
text << formatDmgTypeVector("\nCondition Immunities", getCondImmunities()) << std::endl;
}
if(! getFeatures().empty()) {
text << std::endl << "Features:" << std::endl;
for(auto f: getFeatures()) {
text << " * " << f->getText(*this) << std::endl;
}
}
if(! getInventory().empty()) {
text << std::endl << "Inventory:" << std::endl;
for(auto i : getInventory()) {
text << " * " << i->getText(*this) << std::endl;
}
}
if(! Entry::getText().empty()) {
text << std::endl << Entry::getText() << std::endl;
}
return text.str();
}
}
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