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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();
    }
}