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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();
}
}
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