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skillCategory.go
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/
skillCategory.go
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package runequest
import (
"fmt"
"math"
)
// SkillCategory is a grouping of skills
type SkillCategory struct {
Name string
Value int
}
func (sc SkillCategory) String() string {
var text string
if sc.Value > -1 {
text += fmt.Sprintf("%s (+%d%%)", sc.Name, sc.Value)
} else {
text += fmt.Sprintf("%s (%d%%)", sc.Name, sc.Value)
}
return text
}
// CategoryOrder sets the order of skills in Runequest
var CategoryOrder = []string{"Agility", "Communication", "Knowledge", "Magic", "Manipulation", "Perception", "Stealth", "Melee",
"Ranged", "Shield"}
type statMods struct {
statistic string
values map[int]int
}
// DetermineSkillCategoryValues figures out base values for skill categories based on stats
func (c *Character) DetermineSkillCategoryValues() {
for _, sc := range CategoryOrder {
c.SkillCategories[sc] = &SkillCategory{}
c.SkillCategories[sc].Name = sc
c.SkillCategories[sc].Value = 0
}
for k, sc := range RQSkillCategories {
// For each category
for _, sm := range sc {
// For each modifier in a category
// Identify the stat
stat := c.Statistics[sm.statistic]
stat.UpdateStatistic()
// Match to SkillCategory
s := c.SkillCategories[k]
// Map against specific values
switch {
case stat.Total == 0:
s.Value = 0
case stat.Total <= 4:
s.Value += sm.values[4]
case stat.Total <= 8:
s.Value += sm.values[8]
case stat.Total <= 12:
s.Value += sm.values[12]
case stat.Total <= 16:
s.Value += sm.values[16]
case stat.Total <= 20:
s.Value += sm.values[20]
case stat.Total > 20:
if sm.values[20] > 0 {
f := float64(stat.Total) - 20.0
s.Value += sm.values[20] + int(math.Ceil(f/4))*5
} else {
f := float64(stat.Total) - 20.0
s.Value += sm.values[20] - int(math.Ceil(f/4))*5
}
}
}
}
for _, skill := range c.Skills {
sc := c.SkillCategories[skill.Category]
skill.CategoryValue = sc.Value
skill.UpdateSkill()
}
}
var minorPositive = map[int]int{
4: -5,
8: 0,
12: 0,
16: 0,
20: 5,
}
var majorPositive = map[int]int{
4: -10,
8: -5,
12: 0,
16: 5,
20: 10,
}
var minorNegative = map[int]int{
4: 5,
8: 0,
12: 0,
16: 0,
20: -5,
}
var majorNegative = map[int]int{
4: 10,
8: 5,
12: 0,
16: -5,
20: -10,
}
// Common SkillCategory for combat skills & manipulation
var manipulationMods = []statMods{
statMods{
statistic: "STR",
values: minorPositive,
},
statMods{
statistic: "DEX",
values: majorPositive,
},
statMods{
statistic: "INT",
values: majorPositive,
},
statMods{
statistic: "POW",
values: minorPositive,
},
}
// RQSkillCategories is a map of skill categories
var RQSkillCategories = map[string][]statMods{
// Agility
"Agility": []statMods{
statMods{
statistic: "STR",
values: minorPositive,
},
statMods{
statistic: "SIZ",
values: minorNegative,
},
statMods{
statistic: "DEX",
values: majorPositive,
},
statMods{
statistic: "POW",
values: minorPositive,
},
},
// Communication
"Communication": []statMods{
statMods{
statistic: "INT",
values: minorPositive,
},
statMods{
statistic: "POW",
values: minorPositive,
},
statMods{
statistic: "CHA",
values: majorPositive,
},
},
// Knowledge
"Knowledge": []statMods{
statMods{
statistic: "INT",
values: majorPositive,
},
statMods{
statistic: "POW",
values: minorPositive,
},
},
// Magic
"Magic": []statMods{
statMods{
statistic: "POW",
values: majorPositive,
},
statMods{
statistic: "CHA",
values: minorPositive,
},
},
// Manipulation
"Manipulation": manipulationMods,
// Weapons
"Melee": manipulationMods,
"Ranged": manipulationMods,
"Shield": manipulationMods,
// Perception
"Perception": []statMods{
statMods{
statistic: "INT",
values: majorPositive,
},
statMods{
statistic: "POW",
values: minorPositive,
},
},
// Stealth
"Stealth": []statMods{
statMods{
statistic: "SIZ",
values: majorNegative,
},
statMods{
statistic: "DEX",
values: majorPositive,
},
statMods{
statistic: "INT",
values: majorPositive,
},
statMods{
statistic: "POW",
values: minorNegative,
},
},
}