sheet-parser/main.go

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Go
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package main
import (
"encoding/json"
"flag"
"fmt"
"io/ioutil"
"os"
"github.com/fatih/color"
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"gitlab.com/EternalWanderer/dice-roller/Dice"
)
var (
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path, skillString, saveString, statString string
exampleFile string = "/etc/sheet-parser/example.json"
modifier, diceThrows, surfaces int
X, Y int
char Character
skillMap = make(map[string]int)
statMap = make(map[string]int)
advantage, disadvantage, stat_list, skill_list, verbose, trivia bool
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)
func parseFlags() {
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flag.StringVar(&path, "file", exampleFile, "Used to point to character sheet")
flag.StringVar(&path, "f", exampleFile, "Used to point to character sheet")
flag.StringVar(&skillString, "skill", "", "Skill to parse")
flag.StringVar(&statString, "stat", "", "Stat check")
flag.StringVar(&saveString, "save", "", "Saving throw to... throw")
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flag.BoolVar(&advantage, "advantage", advantage, "Roll with advantage")
flag.BoolVar(&disadvantage, "disadvantage", disadvantage, "Roll with disadvantage")
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flag.BoolVar(&stat_list, "stat-list", false, "Print list of stats, can also be used with -save flag")
flag.BoolVar(&skill_list, "skill-list", false, "Print list of skills to be used in combination with the -skill flag")
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flag.BoolVar(&verbose, "verbose", false, "Print stat numbers, to be used in combination with -stat-list or -skill-list")
flag.BoolVar(&verbose, "v", false, "Print stat numbers, to be used in combination with -stat-list or -skill-list")
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flag.BoolVar(&trivia, "t", false, "Print character name, level and proficiency")
flag.BoolVar(&trivia, "trivia", false, "Print character name, level and proficiency")
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flag.Parse()
}
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func isError(err error) bool {
if err != nil {
fmt.Println(err.Error())
}
return (err != nil)
}
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func readJson() {
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fmt.Println("Opening file:", path)
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var file, err = os.Open(path)
if isError(err) {
return
}
defer file.Close()
byteValue, _ := ioutil.ReadAll(file)
json.Unmarshal(byteValue, &char)
}
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func initMaps() {
for i := 0; i < len(char.Skills); i++ {
skillMap[char.Skills[i].SkillName] = i
}
for i := 0; i < len(char.Stats); i++ {
statMap[char.Stats[i].StatName] = i
}
}
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func main() {
parseFlags()
readJson()
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initMaps()
switch {
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case trivia:
fmt.Printf("Name: %s\tLevel: %d\tProficiency: %d\n", char.Misc.Name, char.Misc.Level, getProficiency())
fmt.Printf("Race: %s\tClass: %s\tBackground: %s\n", char.Misc.Race, char.Misc.Class, char.Misc.Background)
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case stat_list && skill_list:
printStatList(verbose)
printSkillList(verbose)
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case stat_list:
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printStatList(verbose)
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case skill_list:
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printSkillList(verbose)
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case advantage && disadvantage:
fmt.Println("You can't roll with both advantage and disadvantage")
os.Exit(1)
case len(saveString) > 0:
result := savingThrow(getStat(saveString))
if advantage {
color.Yellow("Rolling %s saving throw with advantage...", saveString)
fmt.Printf("x: %d\ty: %d\n", X, Y)
color.Green("%d\n", result)
} else if disadvantage {
color.Yellow("Rolling %s saving throw with disadvantage...", saveString)
fmt.Printf("x: %d\ty: %d\n", X, Y)
color.Red("%d\n", result)
} else {
color.Yellow("Rolling %s saving throw...", saveString)
color.Green("%d\n", result)
}
case len(skillString) > 0:
result := skillCheck(getSkill(skillString))
if advantage {
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color.Yellow("Rolling %s check with advantage...", skillString)
fmt.Printf("x: %d\ty: %d\n", X, Y)
color.Green("%d\n", result)
} else if disadvantage {
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color.Yellow("Rolling %s check with disadvantage...", skillString)
fmt.Printf("x: %d\ty: %d\n", X, Y)
color.Red("%d\n", result)
} else {
color.Yellow("Rolling %s check...", skillString)
color.Green("%d\n", result)
}
case len(statString) > 0:
result := statCheck(getStat(statString))
if advantage {
color.Yellow("Rolling %s check with advantage...", statString)
fmt.Printf("x: %d\ty: %d\n", X, Y)
color.Green("%d\n", result)
} else if disadvantage {
color.Yellow("Rolling %s check with disadvantage...", statString)
fmt.Printf("x: %d\ty: %d\n", X, Y)
color.Red("%d\n", result)
} else {
color.Yellow("Rolling %s check...", statString)
color.Green("%d\n", result)
}
default:
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flag.Usage()
}
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}
func getProficiency() int {
// https://worldbuildersjunction.com/what-is-proficiency-bonus-in-dd-5e-how-it-works-calculated/
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return (char.Misc.Level-1)/4 + 2
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}
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func getSkill(skillName string) Skill {
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return char.Skills[skillMap[skillName]]
}
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func getStat(statName string) Stat {
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return char.Stats[statMap[statName]]
}
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func getModifier(stat Stat) int {
// https://worldbuildersjunction.com/dungeon-and-dragons-ability-scores-explained-for-beginners/
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return (stat.Score - 10) / 2
}
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func rollDice() int {
var die int
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switch {
case advantage:
die, X, Y = Dice.Advantage()
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case disadvantage:
die, X, Y = Dice.Disadvantage()
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default:
die = Dice.SimpleCast()
}
switch die {
case 20:
color.Magenta("Natural 20!\n")
case 1:
color.Magenta("Natural 1!\n")
}
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return die
}
func statCheck(stat Stat) int {
return rollDice() + getModifier(stat)
}
func savingThrow(stat Stat) int {
die := rollDice()
if stat.Proficient {
die += getProficiency()
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}
return die + getModifier(stat)
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}
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func skillCheck(skill Skill) int {
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die := rollDice()
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die += getModifier(getStat(skill.BaseStat))
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switch {
case skill.Expertise:
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die += getProficiency() * 2
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case skill.Proficient:
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die += getProficiency()
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}
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return die
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}
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func printStatList(verbose bool) {
color.Magenta("Listing stats...")
if verbose {
var proficiency string
for i := 0; i < len(char.Stats); i++ {
name := char.Stats[i].StatName
isProficient := char.Stats[i].Proficient
if isProficient {
proficiency = "Proficient"
} else {
proficiency = "Not proficient"
}
score := char.Stats[i].Score
fmt.Printf("Stat: %s\t%s\tStat score: %d\tStat modifier: %d\n", name, proficiency, score, getModifier(char.Stats[i]))
}
} else {
for i := 0; i < len(char.Stats); i++ {
fmt.Println(char.Stats[i].StatName)
}
}
}
func printSkillList(verbose bool) {
color.Magenta("Listing skills...")
var proficiency string
var expertise string
if verbose {
for i := 0; i < len(char.Skills); i++ {
name := char.Skills[i].SkillName
localModifier := getModifier(getStat(char.Skills[i].BaseStat))
if char.Skills[i].Proficient {
proficiency = "Proficient"
localModifier += getProficiency()
} else {
proficiency = "Not proficient"
}
if char.Skills[i].Expertise {
expertise = "Has expertise"
localModifier += getProficiency()
} else {
expertise = "Doesn't have expertise"
}
fmt.Printf("Skill: %s\tSkill modifier: %d\t%s\t%s\n", name, localModifier, proficiency, expertise)
}
} else {
for i := 0; i < len(char.Skills); i++ {
fmt.Println(char.Skills[i].SkillName)
}
}
}