inexplicably, this runs right now
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132
src/main.rs
132
src/main.rs
@@ -1,3 +1,5 @@
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use rand::prelude::*;
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pub enum StandardSkills {
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Acrobatics,
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AnimalHandling,
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@@ -78,11 +80,133 @@ pub trait Skill {
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fn is_save(&self) -> bool;
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}
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// pub trait SkillSet {
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// fn get_skill() {
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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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// }
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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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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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impl Stat for u8 {
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fn score(&self) -> u8 {
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