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use dmn::dice;
use dmn::random_tables::RandomTables;
use dmn::rules::ability_scores::AbilityScore;
use dmn::rules::classes::CLASSES;
use dmn::rules::npcs::Npc;

mod cli;

fn main() {
    let matches = cli::cli().get_matches();
    let random_tables = RandomTables::new().expect("Failed to load random tables.");

    match matches.subcommand() {
        Some(("random", sub_matches)) => {
            let random_command = sub_matches.subcommand().unwrap();
            match random_command {
                ("henchman", _) => {
                    let class_name = random_tables.roll_table("henchman_class").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 mut npc = Npc::new(
                        Some(random_tables.roll_table("npc_alignment")),
                        Some(random_tables.roll_table("henchman_race")),
                        Some(class_ref),
                        None,
                    );
                    npc.roll_henchman_ability_scores();
                    let ability_scores = npc.ability_scores.unwrap();
                    println!(
                        "{} {} {}. STR: {}, INT: {}, WIS: {}, CON: {}, DEX: {}, CHA: {}",
                        npc.alignment.unwrap(),
                        npc.race.unwrap(),
                        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()
                    );
                }
                ("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!(),
    }
}