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#include "spellcasting.h"
#include "creature.h"
#include "utils.h"
#include <string>
#include <sstream>
#include <vector>
using namespace std;
namespace entry {
// Slot level serialization
void to_json(nlohmann::json& j, const SlotLevel& sl) {
std::vector<std::string> s;
for(auto spell : sl.spells) {
s.push_back(spell->getName());
}
j = {{"slots", sl.numSlots}, {"spells", s}};
}
void from_json(const nlohmann::json& j, SlotLevel& sl) {
j.at("slots").get_to(sl.numSlots);
sl.spells = utils::instantiateNames<Spell>("spells", j["spells"]);
}
shared_ptr<SlotLevel> SlotLevel::create(const json& data) {
return shared_ptr<SlotLevel>(new SlotLevel(data));
}
vector<shared_ptr<Spell>> Spellcasting::getSpells() const {
vector<shared_ptr<Spell>> ret;
for(auto sl : getSlotLevels()) {
for(auto spell : sl->spells) {
ret.push_back(spell);
}
}
return ret;
}
string Spellcasting::getText(const creature::Creature& c) const {
stringstream text;
text << getName() << " (" << getType() << "): ";
text << "The " << c.getCreatureName() << "'s spellcasting ability is " << getAbility().getFull();
text << " (spell save DC " << 8 + c.getBonus(getAbility()) + c.getProficiency();
text << ", +" << c.getBonus(getAbility()) + c.getProficiency() << " to hit with spell attacks).";
if(isInnate()) {
text << " Spellcasting is innate.";
}
int levelNumber = -1;
for(auto level : getSlotLevels()) {
levelNumber++;
// Skip if it's empty
if(level->numSlots == 0 && level->spells.empty()) {
continue;
}
text << endl;
if(levelNumber == 0) {
if(isInnate()) {
text << " At will: ";
} else {
text << " Cantrips: ";
}
} else {
if(isInnate()) {
text << " " << level->numSlots << "/day each: ";
} else {
text << " " << utils::toOrdinal(levelNumber) << " level (" << level->numSlots << " slots): ";
}
}
vector<string> names;
for(auto spell : level->spells) {
names.push_back(spell->getName());
}
text << utils::join(names, ", ");
}
return text.str();
}
}
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