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3 Commits
rc-7e41aec
...
rc-9e1d511
| Author | SHA1 | Date | |
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9e1d51175b | ||
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ae6e46f147 | ||
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a3f2b91119 |
@@ -3,7 +3,7 @@ on: [push]
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name: Continuous Releases
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env:
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TARGET_PLATFORM: x86_64-pc-windows-gnu
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TARGET_PLATFORM_WINDOWS: x86_64-pc-windows-gnu
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APT_PACKAGES: mingw-w64
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jobs:
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@@ -16,7 +16,7 @@ jobs:
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with:
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fetch-depth: 0
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- run: echo "/root/.cargo/bin" >> $GITHUB_PATH
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- run: cargo build --release --target "${{ env.TARGET_PLATFORM }}"
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- run: cargo build --release --target "${{ env.TARGET_PLATFORM_WINDOWS }}"
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- uses: https://gitea.com/actions/gitea-release-action@main
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env:
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NODE_OPTIONS: '--experimental-fetch' # if nodejs < 18
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89
src/classes.rs
Normal file
89
src/classes.rs
Normal file
@@ -0,0 +1,89 @@
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use crate::dice::{DieRoll, RollResult, RollCalculation, Rollable};
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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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pub levels: u8,
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// reset to 0 on long rest
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pub expended_hit_die: u8,
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// historical, each should be immutable.
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pub 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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41
src/dice.rs
Normal file
41
src/dice.rs
Normal file
@@ -0,0 +1,41 @@
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use rand::prelude::*;
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pub struct DieRoll {
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pub sides: u8,
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pub count: u8
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}
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pub struct RollCalculation {
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pub rolls: Vec<DieRoll>,
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pub modifier: i8
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}
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pub struct RollResult {
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pub total: i32,
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pub 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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383
src/main.rs
383
src/main.rs
@@ -1,381 +1,10 @@
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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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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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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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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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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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}
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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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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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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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return *self;
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}
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}
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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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}
|
||||
|
||||
impl Default for Player {
|
||||
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,
|
||||
intelligence_score: 10,
|
||||
wisdom_score: 10,
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charisma_score: 10,
|
||||
|
||||
level: 1,
|
||||
|
||||
dexterity_save_proficiency: SkillProficiency::None,
|
||||
strength_save_proficiency: SkillProficiency::None,
|
||||
constitution_save_proficiency: SkillProficiency::None,
|
||||
intelligence_save_proficiency: SkillProficiency::None,
|
||||
wisdom_save_proficiency: SkillProficiency::None,
|
||||
charisma_save_proficiency: SkillProficiency::None,
|
||||
|
||||
acrobatics_proficiency: SkillProficiency::None,
|
||||
sleight_of_hand_proficiency: SkillProficiency::None,
|
||||
stealth_proficiency: SkillProficiency::None,
|
||||
|
||||
athletics_proficiency: SkillProficiency::None,
|
||||
|
||||
arcana_proficiency: SkillProficiency::None,
|
||||
history_proficiency: SkillProficiency::None,
|
||||
investigation_proficiency: SkillProficiency::None,
|
||||
nature_proficiency: SkillProficiency::None,
|
||||
religion_proficiency: SkillProficiency::None,
|
||||
|
||||
animal_handling_proficiency: SkillProficiency::None,
|
||||
insight_proficiency: SkillProficiency::None,
|
||||
medicine_proficiency: SkillProficiency::None,
|
||||
perception_proficiency: SkillProficiency::None,
|
||||
survival_proficiency: SkillProficiency::None,
|
||||
|
||||
deception_proficiency: SkillProficiency::None,
|
||||
intimidation_proficiency: SkillProficiency::None,
|
||||
performance_proficiency: SkillProficiency::None,
|
||||
persuasion_proficiency: SkillProficiency::None
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl StatSet for Player {
|
||||
fn strength(&self) -> &impl Stat {
|
||||
return &self.strength_score;
|
||||
}
|
||||
fn dexterity(&self) -> &impl Stat {
|
||||
return &self.dexterity_score;
|
||||
}
|
||||
fn constitution(&self) -> &impl Stat {
|
||||
return &self.constitution_score;
|
||||
}
|
||||
fn intelligence(&self) -> &impl Stat {
|
||||
return &self.intelligence_score;
|
||||
}
|
||||
fn wisdom(&self) -> &impl Stat {
|
||||
return &self.wisdom_score;
|
||||
}
|
||||
fn charisma(&self) -> &impl Stat {
|
||||
return &self.charisma_score;
|
||||
}
|
||||
}
|
||||
|
||||
impl ProficiencySet for Player {
|
||||
fn get_proficiency(&self, skill: StandardSkills) -> SkillProficiency {
|
||||
match skill {
|
||||
StandardSkills::DexteritySave => self.dexterity_save_proficiency,
|
||||
StandardSkills::StrengthSave => self.strength_save_proficiency,
|
||||
StandardSkills::ConstitutionSave => self.constitution_save_proficiency,
|
||||
StandardSkills::IntelligenceSave => self.intelligence_save_proficiency,
|
||||
StandardSkills::WisdomSave => self.wisdom_save_proficiency,
|
||||
StandardSkills::CharismaSave => self.charisma_save_proficiency,
|
||||
StandardSkills::Acrobatics => self.acrobatics_proficiency,
|
||||
StandardSkills::SleightOfHand => self.sleight_of_hand_proficiency,
|
||||
StandardSkills::Stealth => self.stealth_proficiency,
|
||||
StandardSkills::Athletics => self.athletics_proficiency,
|
||||
StandardSkills::Arcana => self.arcana_proficiency,
|
||||
StandardSkills::History => self.history_proficiency,
|
||||
StandardSkills::Investigation => self.investigation_proficiency,
|
||||
StandardSkills::Nature => self.nature_proficiency,
|
||||
StandardSkills::Religion => self.religion_proficiency,
|
||||
StandardSkills::AnimalHandling => self.animal_handling_proficiency,
|
||||
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;
|
||||
}
|
||||
}
|
||||
mod dice;
|
||||
mod stats_skills;
|
||||
mod player;
|
||||
mod classes;
|
||||
|
||||
use stats_skills::{StandardSkills, SkillProficiency, Skill, ProficiencySet, StatSet, Stat};
|
||||
use player::Player;
|
||||
|
||||
fn main() {
|
||||
let demo : Player = Player {
|
||||
|
||||
146
src/player.rs
Normal file
146
src/player.rs
Normal file
@@ -0,0 +1,146 @@
|
||||
use crate::stats_skills::{Stat, StatSet, ProficiencySet, SkillProficiency, StandardSkills};
|
||||
|
||||
pub struct Player {
|
||||
pub strength_score: u8,
|
||||
pub dexterity_score: u8,
|
||||
pub constitution_score: u8,
|
||||
pub intelligence_score: u8,
|
||||
pub wisdom_score: u8,
|
||||
pub charisma_score: u8,
|
||||
pub level: u8,
|
||||
|
||||
// saves
|
||||
pub dexterity_save_proficiency: SkillProficiency,
|
||||
pub strength_save_proficiency: SkillProficiency,
|
||||
pub constitution_save_proficiency: SkillProficiency,
|
||||
pub intelligence_save_proficiency: SkillProficiency,
|
||||
pub wisdom_save_proficiency: SkillProficiency,
|
||||
pub charisma_save_proficiency: SkillProficiency,
|
||||
|
||||
// skills
|
||||
// dexterity: Acrobatics, SleightOfHand, Stealth
|
||||
pub acrobatics_proficiency: SkillProficiency,
|
||||
pub sleight_of_hand_proficiency: SkillProficiency,
|
||||
pub stealth_proficiency: SkillProficiency,
|
||||
// strength: Athletics
|
||||
pub athletics_proficiency: SkillProficiency,
|
||||
// constitution: none
|
||||
// intelligence: Arcana, History, Investigation, Nature, Religion
|
||||
pub arcana_proficiency: SkillProficiency,
|
||||
pub history_proficiency: SkillProficiency,
|
||||
pub investigation_proficiency: SkillProficiency,
|
||||
pub nature_proficiency: SkillProficiency,
|
||||
pub religion_proficiency: SkillProficiency,
|
||||
// wisdom: Animal Handling, Insight, Medicine, Perception, Survival
|
||||
pub animal_handling_proficiency: SkillProficiency,
|
||||
pub insight_proficiency: SkillProficiency,
|
||||
pub medicine_proficiency: SkillProficiency,
|
||||
pub perception_proficiency: SkillProficiency,
|
||||
pub survival_proficiency: SkillProficiency,
|
||||
// charisma: Deception, Intimidation, Performance, Persuasion
|
||||
pub deception_proficiency: SkillProficiency,
|
||||
pub intimidation_proficiency: SkillProficiency,
|
||||
pub performance_proficiency: SkillProficiency,
|
||||
pub persuasion_proficiency: SkillProficiency
|
||||
}
|
||||
|
||||
impl Default for Player {
|
||||
fn default() -> Self {
|
||||
return Player {
|
||||
strength_score: 10,
|
||||
dexterity_score: 10,
|
||||
constitution_score: 10,
|
||||
intelligence_score: 10,
|
||||
wisdom_score: 10,
|
||||
charisma_score: 10,
|
||||
|
||||
level: 1,
|
||||
|
||||
dexterity_save_proficiency: SkillProficiency::None,
|
||||
strength_save_proficiency: SkillProficiency::None,
|
||||
constitution_save_proficiency: SkillProficiency::None,
|
||||
intelligence_save_proficiency: SkillProficiency::None,
|
||||
wisdom_save_proficiency: SkillProficiency::None,
|
||||
charisma_save_proficiency: SkillProficiency::None,
|
||||
|
||||
acrobatics_proficiency: SkillProficiency::None,
|
||||
sleight_of_hand_proficiency: SkillProficiency::None,
|
||||
stealth_proficiency: SkillProficiency::None,
|
||||
|
||||
athletics_proficiency: SkillProficiency::None,
|
||||
|
||||
arcana_proficiency: SkillProficiency::None,
|
||||
history_proficiency: SkillProficiency::None,
|
||||
investigation_proficiency: SkillProficiency::None,
|
||||
nature_proficiency: SkillProficiency::None,
|
||||
religion_proficiency: SkillProficiency::None,
|
||||
|
||||
animal_handling_proficiency: SkillProficiency::None,
|
||||
insight_proficiency: SkillProficiency::None,
|
||||
medicine_proficiency: SkillProficiency::None,
|
||||
perception_proficiency: SkillProficiency::None,
|
||||
survival_proficiency: SkillProficiency::None,
|
||||
|
||||
deception_proficiency: SkillProficiency::None,
|
||||
intimidation_proficiency: SkillProficiency::None,
|
||||
performance_proficiency: SkillProficiency::None,
|
||||
persuasion_proficiency: SkillProficiency::None
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl StatSet for Player {
|
||||
fn strength(&self) -> &impl Stat {
|
||||
return &self.strength_score;
|
||||
}
|
||||
fn dexterity(&self) -> &impl Stat {
|
||||
return &self.dexterity_score;
|
||||
}
|
||||
fn constitution(&self) -> &impl Stat {
|
||||
return &self.constitution_score;
|
||||
}
|
||||
fn intelligence(&self) -> &impl Stat {
|
||||
return &self.intelligence_score;
|
||||
}
|
||||
fn wisdom(&self) -> &impl Stat {
|
||||
return &self.wisdom_score;
|
||||
}
|
||||
fn charisma(&self) -> &impl Stat {
|
||||
return &self.charisma_score;
|
||||
}
|
||||
}
|
||||
|
||||
impl ProficiencySet for Player {
|
||||
fn get_proficiency(&self, skill: StandardSkills) -> SkillProficiency {
|
||||
match skill {
|
||||
StandardSkills::DexteritySave => self.dexterity_save_proficiency,
|
||||
StandardSkills::StrengthSave => self.strength_save_proficiency,
|
||||
StandardSkills::ConstitutionSave => self.constitution_save_proficiency,
|
||||
StandardSkills::IntelligenceSave => self.intelligence_save_proficiency,
|
||||
StandardSkills::WisdomSave => self.wisdom_save_proficiency,
|
||||
StandardSkills::CharismaSave => self.charisma_save_proficiency,
|
||||
StandardSkills::Acrobatics => self.acrobatics_proficiency,
|
||||
StandardSkills::SleightOfHand => self.sleight_of_hand_proficiency,
|
||||
StandardSkills::Stealth => self.stealth_proficiency,
|
||||
StandardSkills::Athletics => self.athletics_proficiency,
|
||||
StandardSkills::Arcana => self.arcana_proficiency,
|
||||
StandardSkills::History => self.history_proficiency,
|
||||
StandardSkills::Investigation => self.investigation_proficiency,
|
||||
StandardSkills::Nature => self.nature_proficiency,
|
||||
StandardSkills::Religion => self.religion_proficiency,
|
||||
StandardSkills::AnimalHandling => self.animal_handling_proficiency,
|
||||
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;
|
||||
}
|
||||
}
|
||||
102
src/stats_skills.rs
Normal file
102
src/stats_skills.rs
Normal file
@@ -0,0 +1,102 @@
|
||||
pub enum StandardSkills {
|
||||
Acrobatics,
|
||||
AnimalHandling,
|
||||
Arcana,
|
||||
Athletics,
|
||||
Deception,
|
||||
History,
|
||||
Insight,
|
||||
Intimidation,
|
||||
Investigation,
|
||||
Medicine,
|
||||
Nature,
|
||||
Perception,
|
||||
Performance,
|
||||
Persuasion,
|
||||
Religion,
|
||||
SleightOfHand,
|
||||
Stealth,
|
||||
Survival,
|
||||
StrengthSave,
|
||||
DexteritySave,
|
||||
ConstitutionSave,
|
||||
IntelligenceSave,
|
||||
WisdomSave,
|
||||
CharismaSave
|
||||
}
|
||||
|
||||
#[derive(PartialEq, Clone, Copy)]
|
||||
pub enum SkillProficiency {
|
||||
None,
|
||||
Proficient,
|
||||
Expert,
|
||||
}
|
||||
|
||||
impl Default for SkillProficiency {
|
||||
fn default() -> Self { SkillProficiency::None }
|
||||
}
|
||||
|
||||
pub trait Stat {
|
||||
fn score(&self) -> u8;
|
||||
|
||||
fn modifier(&self) -> i8 {
|
||||
return (self.score() as i8 / 2) - 5;
|
||||
}
|
||||
|
||||
fn skill_modifier(&self, proficiency_modifier: u8, proficiency: SkillProficiency) -> i8 {
|
||||
let modifier : i8 = self.modifier();
|
||||
let expert = proficiency == SkillProficiency::Expert; // are they an expert?
|
||||
let proficient = expert || proficiency == SkillProficiency::Proficient; // are they at least proficient?
|
||||
let proficiency_boost : u8 = proficiency_modifier * proficient as u8;
|
||||
let expertise_boost : u8 = proficiency_modifier * expert as u8;
|
||||
return modifier + (proficiency_boost as i8) + (expertise_boost as i8);
|
||||
}
|
||||
}
|
||||
|
||||
pub trait StatSet {
|
||||
fn strength(&self) -> &impl Stat;
|
||||
fn dexterity(&self) -> &impl Stat;
|
||||
fn constitution(&self) -> &impl Stat;
|
||||
fn intelligence(&self) -> &impl Stat;
|
||||
fn wisdom(&self) -> &impl Stat;
|
||||
fn charisma(&self) -> &impl Stat;
|
||||
}
|
||||
|
||||
pub trait ProficiencySet {
|
||||
fn get_proficiency(&self, skill: StandardSkills) -> SkillProficiency;
|
||||
|
||||
fn get_proficiency_modifier(&self) -> u8;
|
||||
}
|
||||
|
||||
pub trait Skill {
|
||||
fn select_stat<'a>(&self, set: &'a impl StatSet) -> &'a dyn Stat;
|
||||
|
||||
fn get_modifier(&self, set: &impl StatSet, proficiency: SkillProficiency, proficiency_modifier: u8) -> i8 {
|
||||
return self.select_stat(set).skill_modifier(proficiency_modifier, proficiency);
|
||||
}
|
||||
|
||||
fn is_save(&self) -> bool;
|
||||
}
|
||||
|
||||
impl Skill for StandardSkills {
|
||||
fn select_stat<'a>(&self, set: &'a impl StatSet) -> &'a dyn Stat {
|
||||
match self {
|
||||
StandardSkills::DexteritySave | StandardSkills::Acrobatics | StandardSkills::SleightOfHand | StandardSkills::Stealth => set.dexterity(),
|
||||
StandardSkills::StrengthSave | StandardSkills::Athletics => set.strength(),
|
||||
StandardSkills::ConstitutionSave => set.constitution(),
|
||||
StandardSkills::IntelligenceSave | StandardSkills::Arcana | StandardSkills::History | StandardSkills::Investigation | StandardSkills::Nature | StandardSkills::Religion => set.intelligence(),
|
||||
StandardSkills::WisdomSave | StandardSkills::AnimalHandling | StandardSkills::Insight | StandardSkills::Medicine | StandardSkills::Perception | StandardSkills::Survival => set.wisdom(),
|
||||
StandardSkills::CharismaSave | StandardSkills::Deception | StandardSkills::Intimidation | StandardSkills::Performance | StandardSkills::Persuasion => set.charisma(),
|
||||
}
|
||||
}
|
||||
|
||||
fn is_save(&self) -> bool {
|
||||
return matches!(self, StandardSkills::StrengthSave | StandardSkills::DexteritySave | StandardSkills::ConstitutionSave | StandardSkills::IntelligenceSave | StandardSkills::WisdomSave | StandardSkills::CharismaSave);
|
||||
}
|
||||
}
|
||||
|
||||
impl Stat for u8 {
|
||||
fn score(&self) -> u8 {
|
||||
return *self;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user