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#include "weapon.h"
#include "creature.h"
#include "rules.h"
#include "dice.h"
#include <string>
#include <sstream>
#include <algorithm>
using namespace std;
namespace entry {
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: ";
auto dmgs = w.getDamage();
for(size_t i = 0; i < dmgs.size(); i++) {
const Damage& d = dmgs[i];
text << d.dmg_die_count << "d" << d.dmg_die_sides;
if(i == 0) {
if(w.getProperties().count("versatile")) {
text << " (or " << d.dmg_die_count << "d" << d.dmg_die_sides + 2 << " if two-handed)";
}
text << " + " << damageBonus;
}
text << " " << d.dmg_type << " damage";
if(i < dmgs.size()-1) {
if(d.is_or) {
text << " or ";
} else {
text << " plus ";
}
}
}
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, ", ") << ".";
}
if(! w.Entry::getText().empty()) {
text << " " << w.Entry::getText();
}
text << " " << w.Substantial::getText();
return text.str();
}
vector<Damage> rollDmg(const Weapon& w, bool versatile) {
vector<Damage> dmgs = w.getDamage();
bool first = true;
for(Damage& d : dmgs) {
d.rolled = 0;
int sides = d.dmg_die_sides;
if(first && versatile && w.getProperties().count("versatile")) {
sides += 2;
}
first = false;
for(int i = 0; i < d.dmg_die_count; i++) {
d.rolled += dice::roll(sides);
}
}
return dmgs;
}
string formatDmg(const Weapon& w, const creature::Creature& c) {
stringstream text;
vector<Damage> dmgsNoVersatile = rollDmg(w, false);
vector<Damage> dmgsVersatile = rollDmg(w, true);
int abilityBonus = c.getBonus(creature::getBestAbility(getAbilityOptions(w), c));
for(size_t i = 0; i < dmgsNoVersatile.size(); i++) {
if(i == 0) {
text << dmgsNoVersatile[i].rolled + abilityBonus;
if(w.getProperties().count("versatile")) {
text << " (or " << dmgsVersatile[i].rolled + abilityBonus << " if two-handed)";
}
} else {
text << dmgsNoVersatile[i].rolled;
}
text << " " << dmgsNoVersatile[i].dmg_type << " damage";
if(i < dmgsNoVersatile.size()-1) {
if(dmgsNoVersatile[i].is_or) {
text << " or ";
} else {
text << " plus ";
}
}
}
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 = string(abilities[0]);
} else {
abilityString = "max(" + utils::join(abilities, ", ") + ")";
}
return getTextHelper(*this, "(" + abilityString + " + prof)", abilityString);
}
string Weapon::getText(const creature::Creature& c) const {
stringstream text;
text << getName() << " (" << getType() << "): ";
// Determine best ability bonus
int abilityBonus = c.getBonus(creature::getBestAbility(getAbilityOptions(*this), c));
text << getTextHelper(*this, to_string(abilityBonus + c.getProficiency()), to_string(abilityBonus));
return text.str();
}
}
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