Refactors a lot of stuff out of sbf.

This commit is contained in:
2023-04-25 11:43:23 -07:00
parent 5f3bf98f03
commit 79541c8f84
11 changed files with 829 additions and 2906 deletions

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@@ -0,0 +1,514 @@
#include "CharacterGenerator.h"
#include <iostream>
#include <string>
#include <vector>
#include "Archetypes.h"
#include "Character.h"
#include "Freebies.h"
#include "Genders.h"
#include "Menus.h"
#include "Random.h"
#include "Utils.h"
namespace SBF {
namespace {
using std::cout;
using std::endl;
using std::string;
using std::to_string;
using std::vector;
} // End namespace
void CGGetHeader(CharacterType& ch) {
MaybeClearScreen();
MenuStyle ms;
ch.name = GetString("What is the character's name?");
ch.player = GetString("Who is the player?");
ch.chronicle = GetString("What chronicle is the character going to be used for?");
ch.haven = GetString("What is the character's Haven?");
ch.concept = GetString("What is the character's concept?");
ch.age = GetString("How old is the character?");
vector<string> genders;
FillGenderLabels(genders);
ch.genderId = ChooseStringId(genders, ms, "What is the character's gender?");
vector<string> clans;
FillClanLabels(clans);
ch.clanId = ChooseStringId(clans, ms, "What clan is the character from?");
vector<string> archetypes;
FillArchetypeLabels(archetypes);
ch.natureId = ChooseStringId(archetypes, ms, "What is the character's nature?");
ch.demeanorId = ChooseStringId(archetypes, ms, "What is the character's demeanor?");
}
void CGGetDisciplines(CharacterType& ch) {
MenuStyle ms;
int discipline_points = GetDisciplinePoints();
vector<int> discipline_values;
vector<string> discipline_labels;
FillDisciplineLabels(discipline_labels);
while (discipline_points > 0) {
MaybeClearScreen();
discipline_values = ch.GetDisciplineValues();
int discipline_id = ChooseStringIdWithValues(
discipline_labels,
discipline_values,
ms,
"Which discipline do you want to spend 1 of your " + to_string(discipline_points) + " points on?");
ch.SetDisciplineValue(discipline_id, ch.GetDisciplineValue(discipline_id) + 1);
discipline_points--;
}
}
void CGGetAttributes(CharacterType& ch) {
MenuStyle ms_without_values;
MenuStyle ms_with_values;
// indexed by group_id - 1 holds the rank_id
vector<int> attribute_ranks(kAttributeGroupsCount);
// Attribute groups menu (physical/social/mental)
vector<MenuItem> attribute_groups_menu_items;
for (size_t i = 1; i <= kAttributeGroupsCount; i++) {
attribute_groups_menu_items.push_back(MenuItem(GetAttributeGroupLabel(i), i));
}
// Choose attribute group priorities.
int group_sum = 0;
int rank_sum = 1;
for (size_t i = 1; i < kAttributeGroupsCount; i++) {
int next_group_id = ChooseMenuItemId(attribute_groups_menu_items,
ms_without_values,
"Choose your " + ToLower(GetRank(i).label) + " attribute?",
true);
int next_group_index = next_group_id - 1;
attribute_groups_menu_items.at(next_group_index).is_visible = false;
attribute_ranks[next_group_index] = i;
rank_sum += i + 1;
group_sum += next_group_id;
}
// General formula for last choice given 1 to count based indexing is this. (Sum from 1 to count) - (Sum of all
// previous choice IDs). Sum(1..AllAttributesCount)-Sum(Choice[1..Choice[AllAttributesCount-1]).
int last_group = rank_sum - group_sum;
attribute_ranks[last_group - 1] = kAttributeGroupsCount;
// Spend attribute points
for (int group_id = 1; group_id <= kAttributeGroupsCount; group_id++) {
int group_index = group_id - 1;
vector<string> attribute_labels = GetAttributeLabelsInGroup(group_id);
int rank_id = attribute_ranks.at(group_index);
int attribute_points = GetAttributePointsForRank(rank_id);
while (attribute_points > 0) {
vector<int> values = ch.GetAttributeValuesInGroup(group_id);
string prompt = "Which " + ToLower(GetAttributeGroupLabel(group_id))
+ " attribute do you want to spend 1 of your " + to_string(attribute_points) + " points on?";
int attribute_id = ChooseStringIdWithValues(attribute_labels, values, ms_with_values, prompt);
ch.SetAttributeValue(group_id, attribute_id, ch.GetAttributeValue(group_id, attribute_id) + 1);
attribute_points--;
}
}
}
void CGGetBackgrounds(CharacterType& ch) {
// Spend background points
MenuStyle ms;
int background_points = GetBackgroundPoints();
vector<string> background_labels = GetBackgroundLabels();
while (background_points > 0) {
MaybeClearScreen();
vector<int> background_values = ch.GetBackgroundValues();
int background_id = ChooseStringIdWithValues(
background_labels,
background_values,
ms,
"Which background do you want to spend 1 of your " + to_string(background_points) + " points on?");
ch.SetBackgroundValue(background_id, ch.GetBackgroundValue(background_id) + 1);
background_points--;
}
}
void CGGetRoad(CharacterType& ch) {
// TODO: Update this to actually pick a road for VtDA.
ch.SetRoadName("Humanity");
}
void CGSpendVirtuePoints(CharacterType& ch) {
// Spend virtue points
MenuStyle ms;
int virtue_points = GetVirtuePoints();
vector<string> labels = GetVirtueLabels();
while (virtue_points > 0) {
vector<int> values = ch.GetVirtueValues();
int virtue_id = ChooseStringIdWithValues(
labels, values, ms, "Which virtue do you want to spend 1 of your " + to_string(virtue_points) + " points on?");
ch.SetVirtueValue(virtue_id, ch.GetVirtueValue(virtue_id) + 1);
virtue_points--;
}
}
void CGGetDerangement(CharacterType& ch) {
if (ch.clanId == kClanMalkavian) {
// If the clan is malkavian then pick a derangement.
MenuStyle ms;
ms.use_colors = true;
ch.derangementId =
ChooseStringIdWithColors(GetDerangementLabels(), GetDerangementColors(), ms, "Which derangement do you want?");
}
}
void CGSpendFreebiePoints(CharacterType& ch) {
int freebie_points = ch.GetFreebiePoints();
MenuStyle ms;
while (freebie_points > 0) {
MaybeClearScreen();
// Build the menu
vector<FreebieType> available_freebies = GetAvailableFreebies(freebie_points);
vector<MenuItem> menu_items;
for (int freebie_index = 0; freebie_index < available_freebies.size(); freebie_index++) {
FreebieType freebie = available_freebies.at(freebie_index);
MenuItem mi(freebie.label, freebie.id);
if (freebie_index + 1 == kFreebieShowCharacterSheetId) {
mi.include_in_random = false;
}
menu_items.push_back(mi);
}
string prompt = "You have " + to_string(freebie_points)
+ " freebie points remaining. What would you like to spend the points on?";
int id = ChooseMenuItemId(menu_items, ms, prompt, true);
switch (id) {
case kFreebieDisciplineId:
CGSpendDisciplinePoint(ch);
break;
case kFreebieAttributeId:
CGSpendAttributePoint(ch);
break;
case kFreebieAbilityId:
CGSpendAbilityPoint(ch);
break;
case kFreebieVirtueId:
CGSpendVirtuePoint(ch);
break;
case kFreebieHumanityId:
CGSpendHumanityPoint(ch);
break;
case kFreebieBackgroundId:
CGSpendBackgroundPoint(ch);
break;
case kFreebieShowCharacterSheetId:
ShowCharacterSheet(ch);
break;
}
freebie_points = ch.GetFreebiePoints();
}
}
void CGSpendDisciplinePoint(CharacterType& ch) {
MaybeClearScreen();
MenuStyle ms;
ms.show_cancel = true;
ms.cancel_item_id = kDisciplinesCount + 1;
vector<int> values = ch.GetDisciplineValues();
vector<string> labels;
FillDisciplineLabels(labels);
string prompt = "Which discipline would you like to add 1 dot to?";
int discipline_id = ChooseStringIdWithValues(labels, values, ms, prompt);
if (discipline_id != ms.cancel_item_id) {
ch.SetDisciplineValue(discipline_id, ch.GetDisciplineValue(discipline_id) + 1);
ch.SetFreebiePoints(ch.GetFreebiePoints() - kFreebieDisciplineCost);
}
}
struct GroupedStatReference {
int id;
int group_id;
int item_id;
};
void CGSpendAttributePoint(CharacterType& ch) {
MaybeClearScreen();
MenuStyle ms;
ms.show_cancel = true;
int num_attributes = 0;
vector<int> num_attributes_in_group;
for (int group_id = 1; group_id <= kAttributeGroupsCount; group_id++) {
int count = GetNumAttributesInGroup(group_id);
num_attributes_in_group.push_back(count);
num_attributes += count;
}
vector<GroupedStatReference> attribute_refs;
vector<string> labels;
vector<int> values;
int attribute_id = 1;
for (int attribute_group_id = 1; attribute_group_id <= kAttributeGroupsCount; attribute_group_id++) {
int attribute_group_index = attribute_group_id - 1;
for (int id = 1; id <= num_attributes_in_group.at(attribute_group_index); id++) {
GroupedStatReference attribute_ref = {attribute_id, attribute_group_id, id};
attribute_refs.push_back(attribute_ref);
labels.push_back(GetAttributeLabel(attribute_group_id, id));
values.push_back(ch.GetAttributeValue(attribute_group_id, id));
attribute_id++;
}
}
string prompt = "Which attribute do you want to add one dot to?";
ms.cancel_item_id = num_attributes + 1;
int id = ChooseStringIdWithValues(labels, values, ms, prompt);
if (id == ms.cancel_item_id) {
return;
}
GroupedStatReference ref = attribute_refs.at(id - 1);
ch.SetAttributeValue(ref.group_id, ref.item_id, ch.GetAttributeValue(ref.group_id, ref.item_id) + 1);
ch.SetFreebiePoints(ch.GetFreebiePoints() - kFreebieAttributeCost);
}
void CGSpendAbilityPoint(CharacterType& ch) {
MenuStyle ms;
ms.show_cancel = true;
bool done = false;
while (!done) {
MaybeClearScreen();
ms.cancel_item_id = kAbilitiesCount;
int ability_group_id =
ChooseStringId(GetAbilityGroupPluralLabels(), ms, "What kind of ability would you like to add 1 dot to?");
if (ability_group_id == ms.cancel_item_id) {
return;
}
AbilityType ability = GetAbility(ability_group_id);
vector<string> labels = GetAbilityLabelsForAbilityGroup(ability_group_id);
ms.cancel_item_id = labels.size() + 1;
int ability_id =
ChooseStringId(labels, ms, "What " + ToLower(ability.singular) + " would you like to add 1 dot to?");
if (ability_id != ms.cancel_item_id) {
ch.SetAbilityValue(ability_group_id, ability_id, ch.GetAbilityValue(ability_group_id, ability_id) + 1);
ch.SetFreebiePoints(ch.GetFreebiePoints() - kFreebieAbilityCost);
}
}
}
void CGSpendVirtuePoint(CharacterType& ch) {
MenuStyle ms;
ms.show_cancel = true;
ms.cancel_item_id = kVirtuesCount + 1;
string prompt = "What virtue would you like to add 1 dot to?";
int id = ChooseStringIdWithValues(GetVirtueLabels(), ch.GetVirtueValues(), ms, prompt);
if (id != ms.cancel_item_id) {
ch.SetVirtueValue(id, ch.GetVirtueValue(id) + 1);
ch.SetFreebiePoints(ch.GetFreebiePoints() - kFreebieVirtueCost);
}
}
void CGSpendHumanityPoint(CharacterType& ch) {
vector<string> labels = {"Yes", "No"};
string prompt = "Are you sure you want to add a dot to your " + ch.GetRoadName() + "?";
MenuStyle ms;
ms.show_random = false;
if (ChooseYesOrNo(prompt)) {
ch.SetRoadValue(ch.GetRoadValue() - 1);
ch.SetFreebiePoints(ch.GetFreebiePoints() - kFreebieHumanityCost);
}
}
void CGSpendBackgroundPoint(CharacterType& ch) {
MenuStyle ms;
ms.show_cancel = true;
vector<string> labels = GetBackgroundLabels();
ms.cancel_item_id = labels.size() + 1;
string prompt = "Which background would you like to add 1 dot to?";
int id = ChooseStringId(labels, ms, prompt);
if (id != ms.cancel_item_id) {
ch.SetBackgroundValue(id, ch.GetBackgroundValue(id) + 1);
ch.SetFreebiePoints(ch.GetFreebiePoints() - kFreebieBackgroundCost);
}
}
string FormatAttributeValue(const string& label, int value) {
return MakeFitC(label + MakeFitL(to_string(value), 2), 12);
}
string FormatAbilityWithValue(const string& label, int value) {
return MakeFitC(MakeFitL(label + ":", 14) + to_string(value), 24);
}
void SaveCharacterSheet(CharacterType& ch) {
// TODO: Fill this in.
cout << "// TODO: SaveCharacterSheet(CharacterType&)" << endl;
}
void ShowCharacterSheet(CharacterType& ch) {
const int kLeftColumnWidth = 36;
const int kRightColumnWidth = 37;
vector<string> discipline_strings;
size_t index;
for (index = 1; index <= kDisciplinesCount; index++) {
int value = ch.GetDisciplineValue(index);
if (value > 0) {
string suffix = "";
if (value > 1) {
suffix = " x" + to_string(value);
}
discipline_strings.push_back(GetDisciplineLabel(index) + suffix);
}
}
while (discipline_strings.size() <= 3) {
discipline_strings.push_back(RepeatChar(kLeftColumnWidth, '_'));
}
vector<string> background_strings(5);
for (index = 1; index <= kBackgroundsCount; index++) {
int value = ch.GetBackgroundValue(index);
if (value > 0) {
string suffix = "";
if (value > 1) {
suffix = " x" + to_string(value);
}
background_strings.push_back(GetBackgroundLabel(index) + suffix);
}
}
while (background_strings.size() <= 5) {
background_strings.push_back(RepeatChar(kLeftColumnWidth, '_'));
}
string all_derangements_line = ch.GetAllDerangementsLine();
vector<string> derangement_strings = WordWrap(all_derangements_line, kLeftColumnWidth);
while (derangement_strings.size() <= 5) {
derangement_strings.push_back(RepeatChar(kLeftColumnWidth, '_'));
}
MaybeClearScreen();
cout << "╔══════════════════════════════════════╦═══════════════════════════════════════╗" << endl;
cout << "║ Name: " << MakeFitL(ch.name, 30) << " ║ Gender: " << MakeFitL(GetGenderLabel(ch.genderId), 14)
<< " Generation: " << MakeFitR(to_string(ch.generation), 2) << "" << endl;
cout << "║ Clan: " << MakeFitL(GetClanLabel(ch.clanId), 30) << " ║ Age: " << MakeFitL(ch.age, 32) << "" << endl;
cout << "╠══════════════════════════════════════╣ Player: " << MakeFitL(ch.player, 29) << "" << endl;
cout << "║ Attributes ║ Chronicle: " << MakeFitL(ch.chronicle, 26) << "" << endl;
cout << "" << MakeFitC("Physical", 12) << MakeFitC("Social", 12) << MakeFitC("Mental", 12)
<< " ║ Haven: " << MakeFitL(ch.haven, 30) + "" << endl;
cout << "" << FormatAttributeValue("Str. ", ch.GetPhysicalAttributeValue(kPhysicalAttributeStrengthId))
<< FormatAttributeValue("App. ", ch.GetSocialAttributeValue(kSocialAttributeAppearanceId))
<< FormatAttributeValue("Int. ", ch.GetMentalAttributeValue(kMentalAttributeIntelligenceId))
<< " ║ Concept: " << MakeFitL(ch.concept, 28) << "" << endl;
cout << "" << FormatAttributeValue("Dex. ", ch.GetPhysicalAttributeValue(kPhysicalAttributeDexterityId))
<< FormatAttributeValue("Cha. ", ch.GetSocialAttributeValue(kSocialAttributeCharismaId))
<< FormatAttributeValue("Per. ", ch.GetMentalAttributeValue(kMentalAttributePerceptionId))
<< " ╠═══════════════════════════════════════╣" << endl;
cout << "" << FormatAttributeValue("Sta. ", ch.GetPhysicalAttributeValue(kPhysicalAttributeStaminaId))
<< FormatAttributeValue("Man. ", ch.GetSocialAttributeValue(kSocialAttributeManipulationId))
<< FormatAttributeValue("Wit. ", ch.GetMentalAttributeValue(kMentalAttributeWitsId))
<< " ║ Derangements: ║" << endl;
cout << "╠══════════════════════════════════════╣ " << MakeFitL(derangement_strings[0], kRightColumnWidth, '_')
<< "" << endl;
cout << "║ Disciplines: ║ " << MakeFitL(derangement_strings[1], kRightColumnWidth, '_')
<< "" << endl;
cout << "" << MakeFitL(discipline_strings[0], kLeftColumnWidth) << ""
<< MakeFitL(derangement_strings[2], kRightColumnWidth, '_') << "" << endl;
cout << "" << MakeFitL(discipline_strings[1], kLeftColumnWidth) << ""
<< MakeFitL(derangement_strings[3], kRightColumnWidth, '_') << "" << endl;
cout << "" << MakeFitL(discipline_strings[2], kLeftColumnWidth) << ""
<< MakeFitL(derangement_strings[4], kRightColumnWidth, '_') << "" << endl;
cout << "╠══════════════════════════════════════╬═══════════════════════════════════════╣" << endl;
cout << "" << MakeFitL(ch.GetRoadName() + ": " + to_string(ch.GetRoadValue()), kLeftColumnWidth)
<< " ║ Nature: " << MakeFitL(GetArchetypeLabel(ch.natureId), 29) << "" << endl;
cout << "║ Willpower: " << MakeFitL(to_string(ch.willpower), 25)
<< " ║ Demeanor: " << MakeFitL(GetArchetypeLabel(ch.demeanorId), 27) << "" << endl;
cout << "╠══════════════════════════════════════╩═══════════════════════════════════════╣" << endl;
cout << "║ ║" << endl;
cout << "║ ║" << endl;
cout << "║ ║" << endl;
cout << "║ <<PRESS ANY KEY TO CONTINUE>> ║" << endl;
cout << "╚══════════════════════════════════════════════════════════════════════════════╝" << endl;
WaitForKeypress();
cout << "╔══════════════════════════════════════════════════════════════════════════════╗" << endl;
cout << "" << MakeFitC("Abilities", 76) << "" << endl;
cout << "" << MakeFitC("Talents", 24) << MakeFitC("Skills", 24) << MakeFitC("Knowledges", 24) << "" << endl;
for (index = 1; index <= 10; index++) {
cout << "" << FormatAbilityWithValue(GetTalentLabel(index), ch.GetTalentValue(index))
<< FormatAbilityWithValue(GetSkillLabel(index), ch.GetSkillValue(index))
<< FormatAbilityWithValue(GetKnowledgeLabel(index), ch.GetKnowledgeValue(index)) << "" << endl;
}
cout << "╠══════════════════════════════════════╦═══════════════════════════════════════╣" << endl;
cout << "" << MakeFitL("Backgrounds:", kLeftColumnWidth) << "" << MakeFitL("Virtues:", kRightColumnWidth) << ""
<< endl;
cout << "" << MakeFitL(background_strings[0], kLeftColumnWidth) << ""
<< MakeFitB("Conscience:", to_string(ch.conscience), kRightColumnWidth) << "" << endl;
cout << "" << MakeFitL(background_strings[1], kLeftColumnWidth) << ""
<< MakeFitB("Self-Control:", to_string(ch.selfControl), kRightColumnWidth) << "" << endl;
cout << "" << MakeFitL(background_strings[2], kLeftColumnWidth) << ""
<< MakeFitB("Courage:", to_string(ch.courage), kRightColumnWidth) << "" << endl;
cout << "" << MakeFitL(background_strings[3], kLeftColumnWidth) << "" << MakeFitL("", kRightColumnWidth) << ""
<< endl;
cout << "" << MakeFitL(background_strings[4], kLeftColumnWidth) << "" << MakeFitL("", kRightColumnWidth) << ""
<< endl;
cout << "╠══════════════════════════════════════╩═══════════════════════════════════════╣" << endl;
cout << "║ <<PRESS ANY KEY TO CONTINUE>> ║" << endl;
cout << "╚══════════════════════════════════════════════════════════════════════════════╝" << endl;
WaitForKeypress();
/*
╔══════════════════════════════════════╦═══════════════════════════════════════╗
║ Name: Ted ║ Gender: Female Generation: 13 ║
║ Clan: Ventrue ║ Age: 35 ║
╠══════════════════════════════════════╣ Player: Jeff ║
║ Attributes ║ Chronicle: Somesuch ║
║ Physical Social Mental ║ Haven: Mom's basement ║
║ Str. 1 App. 1 Int. 1 ║ Concept: Asshole ║
║ Dex. 1 Cha. 1 Per. 1 ╠═══════════════════════════════════════╣
║ Sta. 1 Man. 1 Wit. 1 ║ Derangements: ║
╠══════════════════════════════════════╣ _____________________________________ ║
║ Disciplines: ║ _____________________________________ ║
║ ____________________________________ ║ _____________________________________ ║
║ ____________________________________ ║ _____________________________________ ║
║ ____________________________________ ║ _____________________________________ ║
╠══════════════════════════════════════╬═══════════════════════════════════════╣
║ : 2 ║ Nature: Tyrant ║
║ Willpower: 1 ║ Demeanor: Traditionalist ║
╠══════════════════════════════════════╩═══════════════════════════════════════╣
║ ║
║ ║
║ ║
║ <<PRESS ANY KEY TO CONTINUE>> ║
╚══════════════════════════════════════════════════════════════════════════════╝
╔══════════════════════════════════════════════════════════════════════════════╗
║ Abilities ║
║ Talents Skills Knowledges ║
║ Acting: 0 Animal Ken: 0 Bureaucracy: 0 ║
║ Alertness: 0 Drive: 0 Computer: 0 ║
║ Athletics: 0 Etiquette: 0 Finance: 0 ║
║ Brawl: 0 Firearms: 0 Investigation:0 ║
║ Dodge: 0 Melee: 0 Law: 0 ║
║ Empathy: 0 Music: 0 Linguistics: 0 ║
║ Intimidation: 0 Repair: 0 Medicine: 0 ║
║ Leadership: 0 Security: 0 Occult: 0 ║
║ Streetwise: 0 Stealth: 0 Politics: 0 ║
║ Subterfuge: 0 Survival: 0 Science: 0 ║
╠══════════════════════════════════════╦═══════════════════════════════════════╣
║ Backgrounds: ║ Virtues: ║
║ ║ Conscience: 1 ║
║ ║ Self-Control: 1 ║
║ ║ Courage: 1 ║
║ ║ ║
║ ║ ║
╠══════════════════════════════════════╩═══════════════════════════════════════╣
║ <<PRESS ANY KEY TO CONTINUE>> ║
╚══════════════════════════════════════════════════════════════════════════════╝
*/
}
void CharacterGenerator() {
CharacterType ch;
CGGetHeader(ch);
CGGetDisciplines(ch);
CGGetAttributes(ch);
CGGetBackgrounds(ch);
CGGetRoad(ch);
CGSpendVirtuePoints(ch);
CGGetDerangement(ch);
ch.generation = kInitialGeneration - ch.GetBackgroundValue(kBackgroundGenerationId);
ch.willpower = ch.courage;
ch.SetRoadValue(ch.conscience + ch.selfControl);
ch.bloodPool = GetRandomInt(1, 10);
CGSpendFreebiePoints(ch);
SaveCharacterSheet(ch);
ShowCharacterSheet(ch);
}
} // End namespace SBF