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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,
);
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::<String>(),
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::<String>("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::<String>("TABLE").expect("required");
let output_text = RANDOM_TABLES.roll_table(table_name);
println!("{}", output_text)
}
_ => unreachable!(),
}
}
|