mirror of
https://gitlab.com/EternalWanderer/sheet-parser.git
synced 2024-11-28 21:13:51 +01:00
247 lines
6.8 KiB
Go
247 lines
6.8 KiB
Go
package main
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import (
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"encoding/json"
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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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"github.com/fatih/color"
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"gitlab.com/EternalWanderer/dice-roller/Dice"
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)
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var (
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path, skillString, saveString, statString string
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exampleFile string = "/etc/sheet-parser/example.json"
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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 bool
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)
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func parseFlags() {
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flag.StringVar(&path, "file", exampleFile, "Used to point to character sheet")
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flag.StringVar(&path, "f", exampleFile, "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.Parse()
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}
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func isError(err error) bool {
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if err != nil {
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fmt.Println(err.Error())
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}
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return (err != nil)
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}
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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)
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if isError(err) {
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return
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}
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defer file.Close()
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byteValue, _ := ioutil.ReadAll(file)
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json.Unmarshal(byteValue, &char)
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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].SkillName] = 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].StatName] = 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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case stat_list && 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].StatName
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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: %s\t%s\tStat score: %d\tStat modifier: %d\n", name, proficiency, score, getModifier(char.Stats[i]))
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}
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case skill_list && verbose:
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var proficiency string
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var expertise string
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for i := 0; i < len(char.Skills); i++ {
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name := char.Skills[i].SkillName
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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: %s\tSkill modifier: %d\t%s\t%s\n", name, localModifier, proficiency, expertise)
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}
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case stat_list:
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for i := 0; i < len(char.Stats); i++ {
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fmt.Println(char.Stats[i].StatName)
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}
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case skill_list:
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for i := 0; i < len(char.Skills); i++ {
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fmt.Println(char.Skills[i].SkillName)
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}
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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 := savingThrow(getStat(saveString))
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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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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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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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color.Green("%d\n", result)
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}
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case len(skillString) > 0:
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result := skillCheck(getSkill(skillString))
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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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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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color.Red("%d\n", result)
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} else {
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color.Yellow("Rolling %s check...", skillString)
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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 := statCheck(getStat(statString))
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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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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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color.Red("%d\n", result)
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} else {
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color.Yellow("Rolling %s check...", statString)
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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 statCheck(stat Stat) int {
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return rollDice() + getModifier(stat)
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}
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func savingThrow(stat Stat) int {
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die := rollDice()
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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)
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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 {
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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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}
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return die
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}
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