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#include "weapon.h"
#include "creature.h"
#include "rules.h"
#include <string>
#include <sstream>
#include <algorithm>

using namespace std;

namespace entry {
    int Weapon::getDamageDieSides(bool versatile) const {
        if(versatile && getProperties().count("versatile")) {
            return damageDieSides + 2;
        }
        return damageDieSides;
    }

    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: " << w.getDamageDieCount() << "d" << w.getDamageDieSides() << " + " << damageBonus << " " << w.getDamageType() << " damage";
        if(w.getProperties().count("versatile")) {
            text << " (or " << w.getDamageDieCount() << "d" << w.getDamageDieSides(true) << " + " << damageBonus << " " << 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 << " Additional properties: " << utils::join(props, ", ") << ".";
        }
        text << " " << genText(static_cast<const Substantial&>(w));
        return text.str();
    }

    vector<rules::Ability> 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 = abilities[0];
        } else {
            abilityString = "max(" + utils::join(abilities, ", ") + ")";
        }
        return getTextHelper(*this, "(" + abilityString + " + prof)", abilityString);

    }

    string genText(const Weapon& w, const creature::Creature& c) {
        stringstream text;
        text << genText(static_cast<const Item&>(w), c);
        // Determine best ability bonus
        auto abilities = getAbilityOptions(w);
        int abilityBonus = c.getBonus(abilities[0]);
        if(abilities.size() == 2) {
            abilityBonus = max(abilityBonus, c.getBonus(abilities[1]));
        }
        text << ": " << getTextHelper(w, to_string(abilityBonus + c.getProficiency()), to_string(abilityBonus));
        return text.str();
    }
}