use dmn::dice; use dmn::random_tables::RANDOM_TABLES; use dmn::rules::ability_scores::AbilityScore; use dmn::rules::classes::CLASSES; use dmn::rules::npcs::Npc; use dmn::rules::races::RACES; use env_logger; mod cli; fn main() { env_logger::init(); let matches = cli::cli().get_matches(); match matches.subcommand() { Some(("random", sub_matches)) => { let random_command = sub_matches.subcommand().unwrap(); match random_command { ("henchman", henchman_matches) => { let class_name = RANDOM_TABLES.roll_table("henchman_class").to_string(); let race_name = RANDOM_TABLES.roll_table("henchman_race").to_string(); // HACK: Need a proper way to do lookups, shouldn't rely on // downcasing the class name. This whole situation is really // indicative of the need for an architectural improvement. // Need to think about roll_table()'s return type, // and how we want to get table results in general. let class_ref = CLASSES.get(&*class_name.to_lowercase()).unwrap_or_else(|| { eprintln!("Class '{}' not found.", &*class_name); std::process::exit(1); }); let race_ref = RACES.get(&*race_name.to_lowercase()).unwrap_or_else(|| { eprintln!("Race '{}' not found.", &*class_name); std::process::exit(1); }); let mut npc = Npc::new( Some(RANDOM_TABLES.roll_table("npc_alignment")), Some(race_ref), Some(class_ref), None, None, Vec::new(), ); npc.roll_henchman_ability_scores(); npc.randomize_persona(); let ability_scores = npc.ability_scores.unwrap(); let output_csv = henchman_matches.get_flag("csv"); // TODO: DRY. Can't store template in a variable since println! needs the // string literal at compile time. if output_csv { println!( "{},{},{},{},{},{},{},{},{},\"{}\"", npc.alignment .unwrap() .split_whitespace() .map(|word| word.chars().next().unwrap()) .collect::(), npc.race.unwrap().name, npc.class.unwrap().name, ability_scores.get_score(AbilityScore::Strength).unwrap(), ability_scores .get_score(AbilityScore::Intelligence) .unwrap(), ability_scores.get_score(AbilityScore::Wisdom).unwrap(), ability_scores .get_score(AbilityScore::Constitution) .unwrap(), ability_scores.get_score(AbilityScore::Dexterity).unwrap(), ability_scores.get_score(AbilityScore::Charisma).unwrap(), npc.persona.unwrap(), ); } else { println!( "{} {} {}. STR {}, INT {}, WIS {}, CON {}, DEX {}, CHA {}. {}", npc.alignment.unwrap(), npc.race.unwrap().name, npc.class.unwrap().name, ability_scores.get_score(AbilityScore::Strength).unwrap(), ability_scores .get_score(AbilityScore::Intelligence) .unwrap(), ability_scores.get_score(AbilityScore::Wisdom).unwrap(), ability_scores .get_score(AbilityScore::Constitution) .unwrap(), ability_scores.get_score(AbilityScore::Dexterity).unwrap(), ability_scores.get_score(AbilityScore::Charisma).unwrap(), npc.persona.unwrap(), ); }; } ("magic", _) => { let magic = RANDOM_TABLES.roll_table("ua_magic"); println!("{}", magic); } _ => unreachable!(), } } Some(("roll", sub_matches)) => { let formula = sub_matches.get_one::("FORMULA").expect("required"); match dice::roll_formula(formula) { Some(roll_result) => println!("Rolled: {}", roll_result), None => eprintln!("Error: Invalid roll formula or calculation failed."), } } Some(("table", sub_matches)) => { let table_name = sub_matches.get_one::("TABLE").expect("required"); let output_text = RANDOM_TABLES.roll_table(table_name); println!("{}", output_text) } _ => unreachable!(), } }