2026-03-22 01:01:27 -05:00
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use rand::prelude::*;
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2026-03-21 23:57:44 -05:00
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pub enum StandardSkills {
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Acrobatics,
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AnimalHandling,
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Arcana,
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Athletics,
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Deception,
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History,
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Insight,
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Intimidation,
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Investigation,
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Medicine,
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Nature,
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Perception,
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Performance,
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Persuasion,
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Religion,
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SleightOfHand,
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Stealth,
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Survival,
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StrengthSave,
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DexteritySave,
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ConstitutionSave,
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IntelligenceSave,
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WisdomSave,
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CharismaSave
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}
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#[derive(PartialEq, Clone, Copy)]
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pub enum SkillProficiency {
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None,
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Proficient,
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Expert,
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}
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impl Default for SkillProficiency {
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fn default() -> Self { SkillProficiency::None }
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}
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2026-03-20 03:12:58 -05:00
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pub trait Stat {
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fn score(&self) -> u8;
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fn modifier(&self) -> i8 {
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return (self.score() as i8 / 2) - 5;
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}
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2026-03-21 23:57:44 -05:00
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fn skill_modifier(&self, proficiency_modifier: u8, proficiency: SkillProficiency) -> i8 {
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let modifier : i8 = self.modifier();
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let expert = proficiency == SkillProficiency::Expert; // are they an expert?
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let proficient = expert || proficiency == SkillProficiency::Proficient; // are they at least proficient?
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let proficiency_boost : u8 = proficiency_modifier * proficient as u8;
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let expertise_boost : u8 = proficiency_modifier * expert as u8;
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2026-03-20 03:12:58 -05:00
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return modifier + (proficiency_boost as i8) + (expertise_boost as i8);
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}
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}
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pub trait StatSet {
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fn strength(&self) -> &impl Stat;
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fn dexterity(&self) -> &impl Stat;
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fn constitution(&self) -> &impl Stat;
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fn intelligence(&self) -> &impl Stat;
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fn wisdom(&self) -> &impl Stat;
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fn charisma(&self) -> &impl Stat;
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2026-03-20 03:12:58 -05:00
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}
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2026-03-21 23:57:44 -05:00
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pub trait ProficiencySet {
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fn get_proficiency(&self, skill: StandardSkills) -> SkillProficiency;
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fn get_proficiency_modifier(&self) -> u8;
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}
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pub trait Skill {
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fn select_stat<'a>(&self, set: &'a impl StatSet) -> &'a dyn Stat;
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fn get_modifier(&self, set: &impl StatSet, proficiency: SkillProficiency, proficiency_modifier: u8) -> i8 {
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return self.select_stat(set).skill_modifier(proficiency_modifier, proficiency);
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}
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fn is_save(&self) -> bool;
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}
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2026-03-22 01:01:27 -05:00
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pub struct DieRoll {
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sides: u8,
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count: u8
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}
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pub struct RollCalculation {
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rolls: Vec<DieRoll>,
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modifier: i8
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}
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pub struct RollResult {
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total: i32,
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calculation: RollCalculation
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}
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pub trait Rollable {
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fn calculation(&self) -> RollCalculation;
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fn roll(&self) -> i32 {
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let calculation = self.calculation();
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let mut total : i32 = calculation.modifier as i32;
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let mut _rng = rand::rng();
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for die in calculation.rolls {
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for _ in 0..die.count {
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total += (rand::random::<u8>() % die.sides + 1) as i32;
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}
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}
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return total;
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}
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}
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impl Rollable for DieRoll {
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fn calculation(&self) -> RollCalculation {
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return RollCalculation {
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rolls: vec![DieRoll { sides: self.sides, count: self.count }],
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modifier: 0
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}
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}
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}
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pub trait ShortRestRecovery {
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fn on_short_rest(&mut self);
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}
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pub trait LongRestRecovery {
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fn on_long_rest(&mut self);
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}
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pub trait LevelAndHitDieManagement {
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fn get_hit_die() -> u8;
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fn max_hit_die(&self) -> DieRoll {
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return DieRoll {
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sides: Self::get_hit_die(),
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count: self.get_total_levels()
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}
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}
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fn expended_hit_die(&self) -> u8;
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fn get_total_levels(&self) -> u8;
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fn single_hit_die(&self) -> DieRoll {
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return DieRoll {
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sides: Self::get_hit_die(),
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count: 1
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}
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}
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fn available_hit_die(&self) -> DieRoll {
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let max = self.max_hit_die();
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let expended = self.expended_hit_die();
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return DieRoll {
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sides: max.sides,
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count: max.count - expended
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}
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}
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fn get_historical_hit_die(&self) -> &Vec<RollResult>;
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fn get_total_hp(&self) -> i32 {
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let mut max_hp = 0;
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let historical_hp_rolls = self.get_historical_hit_die();
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for roll in historical_hp_rolls {
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max_hp += roll.total;
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}
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return max_hp;
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}
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fn level_up(&mut self);
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}
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pub struct UniversalClass {
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levels: u8,
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// reset to 0 on long rest
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expended_hit_die: u8,
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// historical, each should be immutable.
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hit_die_history: Vec<RollResult>
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}
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impl LongRestRecovery for UniversalClass {
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fn on_long_rest(&mut self) {
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self.expended_hit_die = 0;
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}
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}
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impl LevelAndHitDieManagement for UniversalClass {
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fn get_hit_die() -> u8 {
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return 6;
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}
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fn get_total_levels(&self) -> u8 {
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return self.levels;
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}
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fn expended_hit_die(&self) -> u8 {
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return self.expended_hit_die;
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}
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fn get_historical_hit_die(&self) -> &Vec<RollResult> {
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return &self.hit_die_history;
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}
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2026-03-21 23:57:44 -05:00
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2026-03-22 01:01:27 -05:00
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fn level_up(&mut self) {
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self.levels += 1;
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let new_hit_die = self.single_hit_die();
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self.hit_die_history.push(RollResult {
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total: new_hit_die.roll(),
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calculation: new_hit_die.calculation()
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});
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}
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}
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2026-03-21 23:57:44 -05:00
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2026-03-20 03:12:58 -05:00
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impl Stat for u8 {
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fn score(&self) -> u8 {
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return *self;
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}
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}
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2026-03-21 23:57:44 -05:00
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impl Skill for StandardSkills {
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fn select_stat<'a>(&self, set: &'a impl StatSet) -> &'a dyn Stat {
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match self {
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StandardSkills::DexteritySave | StandardSkills::Acrobatics | StandardSkills::SleightOfHand | StandardSkills::Stealth => set.dexterity(),
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StandardSkills::StrengthSave | StandardSkills::Athletics => set.strength(),
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StandardSkills::ConstitutionSave => set.constitution(),
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StandardSkills::IntelligenceSave | StandardSkills::Arcana | StandardSkills::History | StandardSkills::Investigation | StandardSkills::Nature | StandardSkills::Religion => set.intelligence(),
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StandardSkills::WisdomSave | StandardSkills::AnimalHandling | StandardSkills::Insight | StandardSkills::Medicine | StandardSkills::Perception | StandardSkills::Survival => set.wisdom(),
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StandardSkills::CharismaSave | StandardSkills::Deception | StandardSkills::Intimidation | StandardSkills::Performance | StandardSkills::Persuasion => set.charisma(),
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}
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}
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fn is_save(&self) -> bool {
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return matches!(self, StandardSkills::StrengthSave | StandardSkills::DexteritySave | StandardSkills::ConstitutionSave | StandardSkills::IntelligenceSave | StandardSkills::WisdomSave | StandardSkills::CharismaSave);
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}
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}
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pub struct Player {
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strength_score: u8,
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dexterity_score: u8,
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constitution_score: u8,
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intelligence_score: u8,
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wisdom_score: u8,
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charisma_score: u8,
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level: u8,
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// saves
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dexterity_save_proficiency: SkillProficiency,
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strength_save_proficiency: SkillProficiency,
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constitution_save_proficiency: SkillProficiency,
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intelligence_save_proficiency: SkillProficiency,
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wisdom_save_proficiency: SkillProficiency,
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charisma_save_proficiency: SkillProficiency,
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// skills
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// dexterity: Acrobatics, SleightOfHand, Stealth
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acrobatics_proficiency: SkillProficiency,
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sleight_of_hand_proficiency: SkillProficiency,
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stealth_proficiency: SkillProficiency,
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// strength: Athletics
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athletics_proficiency: SkillProficiency,
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// constitution: none
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// intelligence: Arcana, History, Investigation, Nature, Religion
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arcana_proficiency: SkillProficiency,
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history_proficiency: SkillProficiency,
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investigation_proficiency: SkillProficiency,
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nature_proficiency: SkillProficiency,
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religion_proficiency: SkillProficiency,
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// wisdom: Animal Handling, Insight, Medicine, Perception, Survival
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animal_handling_proficiency: SkillProficiency,
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insight_proficiency: SkillProficiency,
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medicine_proficiency: SkillProficiency,
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perception_proficiency: SkillProficiency,
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survival_proficiency: SkillProficiency,
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// charisma: Deception, Intimidation, Performance, Persuasion
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deception_proficiency: SkillProficiency,
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intimidation_proficiency: SkillProficiency,
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performance_proficiency: SkillProficiency,
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persuasion_proficiency: SkillProficiency
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}
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impl Default for Player {
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fn default() -> Self {
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return Player {
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strength_score: 10,
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dexterity_score: 10,
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constitution_score: 10,
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intelligence_score: 10,
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wisdom_score: 10,
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charisma_score: 10,
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level: 1,
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dexterity_save_proficiency: SkillProficiency::None,
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strength_save_proficiency: SkillProficiency::None,
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constitution_save_proficiency: SkillProficiency::None,
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intelligence_save_proficiency: SkillProficiency::None,
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wisdom_save_proficiency: SkillProficiency::None,
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charisma_save_proficiency: SkillProficiency::None,
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acrobatics_proficiency: SkillProficiency::None,
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sleight_of_hand_proficiency: SkillProficiency::None,
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stealth_proficiency: SkillProficiency::None,
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athletics_proficiency: SkillProficiency::None,
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arcana_proficiency: SkillProficiency::None,
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history_proficiency: SkillProficiency::None,
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investigation_proficiency: SkillProficiency::None,
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nature_proficiency: SkillProficiency::None,
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religion_proficiency: SkillProficiency::None,
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animal_handling_proficiency: SkillProficiency::None,
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insight_proficiency: SkillProficiency::None,
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medicine_proficiency: SkillProficiency::None,
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perception_proficiency: SkillProficiency::None,
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survival_proficiency: SkillProficiency::None,
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deception_proficiency: SkillProficiency::None,
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intimidation_proficiency: SkillProficiency::None,
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performance_proficiency: SkillProficiency::None,
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persuasion_proficiency: SkillProficiency::None
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}
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}
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2026-03-20 03:12:58 -05:00
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}
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impl StatSet for Player {
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fn strength(&self) -> &impl Stat {
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return &self.strength_score;
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}
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fn dexterity(&self) -> &impl Stat {
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return &self.dexterity_score;
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}
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fn constitution(&self) -> &impl Stat {
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return &self.constitution_score;
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}
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fn intelligence(&self) -> &impl Stat {
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return &self.intelligence_score;
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}
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fn wisdom(&self) -> &impl Stat {
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return &self.wisdom_score;
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}
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fn charisma(&self) -> &impl Stat {
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|
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return &self.charisma_score;
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|
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}
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}
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impl ProficiencySet for Player {
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fn get_proficiency(&self, skill: StandardSkills) -> SkillProficiency {
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match skill {
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StandardSkills::DexteritySave => self.dexterity_save_proficiency,
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StandardSkills::StrengthSave => self.strength_save_proficiency,
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StandardSkills::ConstitutionSave => self.constitution_save_proficiency,
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|
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StandardSkills::IntelligenceSave => self.intelligence_save_proficiency,
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|
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StandardSkills::WisdomSave => self.wisdom_save_proficiency,
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|
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StandardSkills::CharismaSave => self.charisma_save_proficiency,
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|
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StandardSkills::Acrobatics => self.acrobatics_proficiency,
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|
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StandardSkills::SleightOfHand => self.sleight_of_hand_proficiency,
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StandardSkills::Stealth => self.stealth_proficiency,
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StandardSkills::Athletics => self.athletics_proficiency,
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StandardSkills::Arcana => self.arcana_proficiency,
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|
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|
StandardSkills::History => self.history_proficiency,
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|
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|
StandardSkills::Investigation => self.investigation_proficiency,
|
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|
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|
StandardSkills::Nature => self.nature_proficiency,
|
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|
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|
StandardSkills::Religion => self.religion_proficiency,
|
|
|
|
|
StandardSkills::AnimalHandling => self.animal_handling_proficiency,
|
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|
|
|
StandardSkills::Insight => self.insight_proficiency,
|
|
|
|
|
StandardSkills::Medicine => self.medicine_proficiency,
|
|
|
|
|
StandardSkills::Perception => self.perception_proficiency,
|
|
|
|
|
StandardSkills::Survival => self.survival_proficiency,
|
|
|
|
|
StandardSkills::Deception => self.deception_proficiency,
|
|
|
|
|
StandardSkills::Intimidation => self.intimidation_proficiency,
|
|
|
|
|
StandardSkills::Performance => self.performance_proficiency,
|
|
|
|
|
StandardSkills::Persuasion => self.persuasion_proficiency
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn get_proficiency_modifier(&self) -> u8 {
|
|
|
|
|
return ((self.level - 1) / 4) + 2;
|
2026-03-20 03:12:58 -05:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2026-03-20 02:33:29 -05:00
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|
|
fn main() {
|
2026-03-20 03:12:58 -05:00
|
|
|
let demo : Player = Player {
|
|
|
|
|
strength_score: 12,
|
|
|
|
|
dexterity_score: 20,
|
|
|
|
|
constitution_score: 15,
|
|
|
|
|
intelligence_score: 10,
|
|
|
|
|
wisdom_score: 5,
|
2026-03-21 23:57:44 -05:00
|
|
|
charisma_score: 1,
|
|
|
|
|
stealth_proficiency: SkillProficiency::Expert,
|
|
|
|
|
..Default::default()
|
2026-03-20 03:12:58 -05:00
|
|
|
};
|
|
|
|
|
|
|
|
|
|
println!("STR Modifier: {}", demo.strength().modifier());
|
|
|
|
|
println!("DEX Modifier: {}", demo.dexterity().modifier());
|
|
|
|
|
println!("CON Modifier: {}", demo.constitution().modifier());
|
|
|
|
|
println!("INT Modifier: {}", demo.intelligence().modifier());
|
|
|
|
|
println!("WIS Modifier: {}", demo.wisdom().modifier());
|
|
|
|
|
println!("CHA Modifier: {}", demo.charisma().modifier());
|
2026-03-21 23:57:44 -05:00
|
|
|
|
|
|
|
|
println!("Stealth Modifier: {}", StandardSkills::Stealth.get_modifier(&demo, demo.get_proficiency(StandardSkills::Stealth), demo.get_proficiency_modifier()));
|
2026-03-20 02:33:29 -05:00
|
|
|
}
|