mirror of
https://gitlab.com/EternalWanderer/sheet-parser.git
synced 2024-11-28 21:13:51 +01:00
Nox Sluijtman
ea8cf0ff5f
- Removed save specific proficiency - Added "at high level" description string for spells
431 lines
12 KiB
Go
431 lines
12 KiB
Go
package main
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import (
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"encoding/json"
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"errors"
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"flag"
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"fmt"
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"io/ioutil"
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"os"
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"strings"
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"github.com/fatih/color"
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"gitlab.com/EternalWanderer/dice-roller/Dice"
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)
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const exampleFile string = "/etc/sheet-parser/example.json"
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var (
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path, pathFlag, skillString, saveString, statString string
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modifier, diceThrows, surfaces int
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X, Y int
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char Character
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skillMap = make(map[string]int)
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statMap = make(map[string]int)
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advantage, disadvantage, stat_list, skill_list, verbose, trivia, spells, feats bool
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)
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func parseFlags() {
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flag.StringVar(&pathFlag, "file", pathFlag, "Used to point to character sheet")
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flag.StringVar(&pathFlag, "f", pathFlag, "Used to point to character sheet")
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flag.StringVar(&skillString, "skill", "", "Skill to parse")
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flag.StringVar(&statString, "stat", "", "Stat check")
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flag.StringVar(&saveString, "save", "", "Saving throw to... throw")
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flag.BoolVar(&advantage, "advantage", advantage, "Roll with advantage")
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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")
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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")
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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")
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flag.BoolVar(&trivia, "trivia", false, "Print character name, level and proficiency")
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flag.BoolVar(&spells, "spells", false, "Print spells")
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flag.BoolVar(&feats, "feats", false, "Print character feats")
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flag.Parse()
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}
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func handleError(err error) {
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if err != nil {
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fmt.Println(err.Error())
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os.Exit(1)
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}
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}
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func readJson() {
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envPath, isSet := os.LookupEnv("CHARSHEET")
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switch {
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case len(pathFlag) > 0:
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path = pathFlag
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case isSet:
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path = envPath
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default:
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path = exampleFile
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}
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fmt.Println("Opening file:", path)
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var file, err = os.Open(path)
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handleError(err)
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defer file.Close()
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byteValue, _ := ioutil.ReadAll(file)
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err = json.Unmarshal(byteValue, &char)
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handleError(err)
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}
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func initMaps() {
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for i := 0; i < len(char.Skills); i++ {
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skillMap[char.Skills[i].Name] = i
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}
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for i := 0; i < len(char.Stats); i++ {
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statMap[char.Stats[i].Name] = i
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}
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}
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func main() {
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parseFlags()
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readJson()
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initMaps()
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switch {
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case trivia:
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fmt.Printf("Name: %s\tLevel: %d\tProficiency: %d\n", char.Misc.Name, char.Misc.Level, GetProficiency())
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fmt.Printf("Race: %s\tClass: %s\tBackground: %s\n", char.Misc.Race, char.Misc.Class, char.Misc.Background)
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fmt.Printf("\n")
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fmt.Printf("Personality traits: %s\n", char.Misc.PersonalityTrait)
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fmt.Printf("Ideals: %s\n", char.Misc.Ideals)
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fmt.Printf("Bonds: %s\n", char.Misc.Bonds)
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fmt.Printf("Flaws: %s\n", char.Misc.Flaws)
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fmt.Printf("Quirk: %s\n", char.Misc.Quirk)
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fmt.Printf("\n")
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fmt.Printf("Passive perception: %d\n", passiveSkillCheck(GetSkill("perception")))
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fmt.Printf("Passive investigation: %d\n", passiveSkillCheck(GetSkill("investigation")))
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case feats:
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listFeats()
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case spells:
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listSpells(verbose)
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case stat_list && skill_list:
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printStatList(verbose)
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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:
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fmt.Println("You can't roll with both advantage and disadvantage")
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os.Exit(1)
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case len(saveString) > 0:
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result, plainResult, err := savingThrow(GetStat(saveString))
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badCheck(saveString, err)
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if advantage {
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color.Yellow("Rolling %s saving throw with advantage...", saveString)
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fmt.Printf("x: %d\ty: %d\n", X, Y)
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fmt.Printf("Modifier: %d\n", result-plainResult)
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color.Green("%d\n", result)
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} else if disadvantage {
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color.Yellow("Rolling %s saving throw with disadvantage...", saveString)
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fmt.Printf("x: %d\ty: %d\n", X, Y)
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fmt.Printf("Modifier: %d\n", result-plainResult)
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color.Red("%d\n", result)
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} else {
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color.Yellow("Rolling %s saving throw...", saveString)
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fmt.Printf("Without modifier: %d\tModifier: %d\n", plainResult, result-plainResult)
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color.Green("%d\n", result)
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}
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case len(skillString) > 0 && char.Misc.IsKurthog && strings.Contains(skillString, "performance"):
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result, plainResult, err := skillCheck(GetSkill(skillString))
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badCheck(skillString, err)
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if advantage {
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color.Yellow("Rolling %s check with advantage...", skillString)
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fmt.Printf("x: %d\ty: %d\n", X, Y)
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fmt.Printf("Modifier: %d\n", result-plainResult)
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fmt.Printf("Kurthogifier: %d\n", -1)
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color.Green("%d\n", result*-1)
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} else if disadvantage {
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color.Yellow("Rolling %s check with disadvantage...", skillString)
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fmt.Printf("x: %d\ty: %d\n", X, Y)
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fmt.Printf("Modifier: %d\n", result-plainResult)
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fmt.Printf("Kurthogifier: %d\n", -1)
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color.Red("%d\n", result*-1)
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} else {
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color.Yellow("Rolling %s check...", skillString)
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fmt.Printf("Without modifier: %d\tModifier: %d\n", plainResult, result-plainResult)
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fmt.Printf("Kurthogifier: %d\n", -1)
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color.Green("%d\n", result*-1)
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}
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case len(skillString) > 0:
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result, plainResult, err := skillCheck(GetSkill(skillString))
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badCheck(skillString, err)
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if advantage {
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color.Yellow("Rolling %s check with advantage...", skillString)
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fmt.Printf("x: %d\ty: %d\n", X, Y)
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fmt.Printf("Modifier: %d\n", result-plainResult)
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color.Green("%d\n", result)
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} else if disadvantage {
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color.Yellow("Rolling %s check with disadvantage...", skillString)
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fmt.Printf("x: %d\ty: %d\n", X, Y)
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fmt.Printf("Modifier: %d\n", result-plainResult)
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color.Red("%d\n", result)
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} else {
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color.Yellow("Rolling %s check...", skillString)
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fmt.Printf("Without modifier: %d\tModifier: %d\n", plainResult, result-plainResult)
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color.Green("%d\n", result)
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}
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case len(statString) > 0:
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result, plainResult, err := statCheck(GetStat(statString))
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badCheck(statString, err)
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if advantage {
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color.Yellow("Rolling %s check with advantage...", statString)
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fmt.Printf("x: %d\ty: %d\n", X, Y)
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fmt.Printf("Modifier: %d\n", result-plainResult)
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color.Green("%d\n", result)
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} else if disadvantage {
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color.Yellow("Rolling %s check with disadvantage...", statString)
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fmt.Printf("x: %d\ty: %d\n", X, Y)
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fmt.Printf("Modifier: %d\n", result-plainResult)
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color.Red("%d\n", result)
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} else {
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color.Yellow("Rolling %s check...", statString)
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fmt.Printf("Without modifier: %d\tModifier: %d\n", plainResult, result-plainResult)
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color.Green("%d\n", result)
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}
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default:
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flag.Usage()
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}
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}
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func GetProficiency() int {
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// 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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}
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func GetStat(statName string) Stat {
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return char.Stats[statMap[statName]]
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}
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func GetModifier(stat Stat) int {
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// https://worldbuildersjunction.com/dungeon-and-dragons-ability-scores-explained-for-beginners/
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return (stat.Score - 10) / 2
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}
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func rollDice() int {
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var die int
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switch {
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case advantage:
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die, X, Y = Dice.Advantage()
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case disadvantage:
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die, X, Y = Dice.Disadvantage()
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default:
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die = Dice.SimpleCast()
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}
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switch die {
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case 20:
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color.Magenta("Natural 20!\n")
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case 1:
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color.Magenta("Natural 1!\n")
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}
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return die
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}
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func badCheck(errorMessage string, err error) {
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if err == nil {
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return
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}
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fmt.Println(err)
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fmt.Println(errorMessage)
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os.Exit(1)
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}
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func statErrorCheck() error {
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for i := 0; i < len(char.Stats); i++ {
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if statString == char.Stats[i].Name || saveString == char.Stats[i].Name {
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return nil
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}
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}
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return errors.New("Unknown stat:")
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}
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func skillErrorCheck() error {
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for i := 0; i < len(char.Skills); i++ {
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if skillString == char.Skills[i].Name {
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return nil
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}
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}
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return errors.New("Unknown skill:")
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}
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func statCheck(stat Stat) (int, int, error) {
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die := rollDice()
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return die + GetModifier(stat), die, statErrorCheck()
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}
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func savingThrow(stat Stat) (int, int, error) {
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die := rollDice()
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plainDie := die
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if stat.Proficient {
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die += GetProficiency()
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}
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return die + GetModifier(stat), plainDie, statErrorCheck()
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}
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func passiveSkillCheck(skill Skill) int {
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die := 10
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die += GetModifier(GetStat(skill.BaseStat))
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switch {
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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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case !skill.Proficient && char.Misc.JackOfAllTrades:
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die += (GetProficiency() / 2)
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}
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switch {
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case advantage:
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die += 5
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case disadvantage:
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die -= 5
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}
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return die
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}
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func skillCheck(skill Skill) (int, int, error) {
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die := rollDice()
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if char.Misc.ReliableTalent && skill.Proficient && die < 10 {
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die = 10
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}
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plainDie := die
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die += GetModifier(GetStat(skill.BaseStat))
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switch {
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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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case !skill.Proficient && char.Misc.JackOfAllTrades:
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die += (GetProficiency() / 2)
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}
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return die, plainDie, skillErrorCheck()
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}
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func printStatList(verbose bool) {
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color.Magenta("Listing stats...")
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if verbose {
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var proficiency string
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for i := 0; i < len(char.Stats); i++ {
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name := char.Stats[i].Name
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isProficient := char.Stats[i].Proficient
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if isProficient {
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proficiency = "Proficient"
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} else {
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proficiency = "Not proficient"
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}
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score := char.Stats[i].Score
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fmt.Printf("Stat: %13s\t%s\tStat score: %2d\tStat modifier: %2d\n", name, proficiency, score, GetModifier(char.Stats[i]))
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}
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} else {
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for i := 0; i < len(char.Stats); i++ {
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fmt.Println(char.Stats[i].Name)
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}
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}
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}
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func printSkillList(verbose bool) {
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color.Magenta("Listing skills...")
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var proficiency string
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var expertise string
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if verbose {
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for i := 0; i < len(char.Skills); i++ {
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name := char.Skills[i].Name
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localModifier := GetModifier(GetStat(char.Skills[i].BaseStat))
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if char.Skills[i].Proficient {
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proficiency = "Proficient"
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localModifier += GetProficiency()
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} else {
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proficiency = "Not proficient"
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}
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if char.Skills[i].Expertise {
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expertise = "Has expertise"
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localModifier += GetProficiency()
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} else {
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expertise = "Doesn't have expertise"
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}
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fmt.Printf("Skill:%16s\tSkill modifier:%3d\t%s\t%s\n", name, localModifier, proficiency, expertise)
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}
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} else {
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for i := 0; i < len(char.Skills); i++ {
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fmt.Println(char.Skills[i].Name)
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}
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}
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}
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func listFeats() {
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color.Magenta("Listing feats...")
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for i := 0; i < len(char.Feats); i++ {
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fmt.Printf("%25s\t%s\n", char.Feats[i].Name, char.Feats[i].Description)
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}
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}
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func listSpells(verbose bool) {
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if len(char.Spells) == 0 {
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color.Magenta("%s has no spells\n", char.Misc.Name)
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} else {
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color.Magenta("Listing spells...")
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}
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for i := 0; i < len(char.Spells); i++ {
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fmt.Printf("Name: %s\t%s\n", char.Spells[i].Name, spellLevel(char.Spells[i].Level))
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fmt.Printf("Casting Time: %s\tRange: %dft\n", char.Spells[i].CastingTime, char.Spells[i].Range)
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fmt.Printf("Components: %s\t\tDuration: %s\n", char.Spells[i].Components, char.Spells[i].Duration)
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fmt.Printf("Attack/Save: %s\tDamage/Effect: %s\n", char.Spells[i].Attack_Save, char.Spells[i].Damage_Effect)
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fmt.Printf("School: %s\n", char.Spells[i].School)
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if verbose {
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fmt.Printf("\n")
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fmt.Printf("Description: %s\n", char.Spells[i].Description)
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if len(char.Spells[i].AtHighLevel) != 0 {
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fmt.Printf("\n")
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fmt.Printf("Description: %s\n", char.Spells[i].AtHighLevel)
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}
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}
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// hack for string formatting
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if len(char.Spells) != (i + 1) {
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fmt.Printf("\n")
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}
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}
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}
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func spellLevel(spellLevel int) string {
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if spellLevel == 0 {
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return "Cantrip"
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} else {
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return fmt.Sprintf("Level: %d", spellLevel)
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}
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}
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