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@@ -3,10 +3,32 @@ package main |
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import ( |
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"fmt" |
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"math/rand" |
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"sort" |
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// "sort" |
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"strings" |
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"time" |
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) |
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type Character struct { |
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Name string |
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TotalForces int |
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CorporealForces int |
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EtherealForces int |
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CelestialForces int |
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Strength int |
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Agility int |
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Intellect int |
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Precision int |
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Will int |
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Perception int |
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Skills map[string]int |
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Songs map[string]int |
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Attunements []string |
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Distinctions []string |
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Artifacts []string |
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Vessels map[string]int |
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Roles map[string][]int |
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} |
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func roll(x, y int) []int { |
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rolls := make([]int, x) |
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for i := 0; i < x; i++ { |
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@@ -23,20 +45,129 @@ func sum(ary []int) int { |
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return s |
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} |
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func stats() []int { |
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rolls := make([]int, 6) |
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for i := 0; i < 6; i++ { |
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thisRoll := roll(4, 6) |
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sort.Ints(thisRoll) |
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top3 := make([]int, 3) |
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copy(top3, thisRoll[1:]) |
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rolls[i] = sum(top3) |
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func namegen() string { |
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vowels := make([]string, 6) |
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copy(vowels, strings.Split("aeiouy", "")) |
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consonants := make([]string, 20) |
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copy(consonants, strings.Split("bcdfghjklmnpqrstvwxz", "")) |
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ln := rand.Intn(5) + 5 |
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vorc := rand.Intn(2) |
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i := 0 |
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nm := make([]string, ln) |
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for i < ln { |
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sel, c := 0, "" |
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if i%2 == vorc { |
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sel = rand.Intn(6) |
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c = vowels[sel] |
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} else { |
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sel = rand.Intn(20) |
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c = consonants[sel] |
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} |
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if i == 0 { |
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c = strings.ToUpper(c) |
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} |
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nm = append(nm, c) |
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i++ |
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} |
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return rolls |
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return strings.Join(nm, "") |
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} |
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func main() { |
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rand.Seed(time.Now().UnixNano()) |
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fmt.Println("=== Generated D&D character ===") |
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fmt.Println("Rolls: ", stats()) |
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rand.Seed(time.Now().UnixNano()) // Keep this first in main() |
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ply := Character{} |
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ply.Name = namegen() |
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ply.TotalForces = 9 |
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ply.CorporealForces = 1 |
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ply.EtherealForces = 1 |
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ply.CelestialForces = 1 |
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ply.Strength = 1 |
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ply.Agility = 1 |
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ply.Intellect = 1 |
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ply.Precision = 1 |
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ply.Will = 1 |
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ply.Perception = 1 |
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i := ply.TotalForces - (ply.CorporealForces + ply.EtherealForces + ply.CelestialForces) |
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for i > 0 { |
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r := rand.Intn(3) |
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if r == 0 { |
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ply.CorporealForces = ply.CorporealForces + 1 |
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} else if r == 1 { |
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ply.EtherealForces = ply.EtherealForces + 1 |
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} else { |
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ply.CelestialForces = ply.CelestialForces + 1 |
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} |
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i-- |
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} |
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// Corporeal |
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coratt := (ply.CorporealForces * 4) - (ply.Strength + ply.Agility) |
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for coratt > 0 { |
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r := rand.Intn(2) |
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if r == 0 { |
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if ply.Strength == 12 || (ply.Strength >= (ply.Agility*2) && rand.Intn(3) == 0) { |
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continue |
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} |
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ply.Strength = ply.Strength + 1 |
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} else { |
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if ply.Agility == 12 || (ply.Agility >= (ply.Strength*2) && rand.Intn(3) == 0) { |
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continue |
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} |
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ply.Agility = ply.Agility + 1 |
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} |
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coratt-- |
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} |
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// Ethereal |
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ethatt := (ply.EtherealForces * 4) - (ply.Intellect + ply.Precision) |
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for ethatt > 0 { |
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r := rand.Intn(2) |
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if r == 0 { |
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if ply.Intellect == 12 || (ply.Intellect >= (ply.Precision*2) && rand.Intn(3) == 0) { |
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continue |
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} |
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ply.Intellect = ply.Intellect + 1 |
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} else { |
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if ply.Precision == 12 || (ply.Precision >= (ply.Intellect*2) && rand.Intn(3) == 0) { |
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continue |
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} |
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ply.Precision = ply.Precision + 1 |
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} |
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ethatt-- |
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} |
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// Corporeal |
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celatt := (ply.CelestialForces * 4) - (ply.Will + ply.Perception) |
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for celatt > 0 { |
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r := rand.Intn(2) |
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if r == 0 { |
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if ply.Will == 12 || (ply.Will >= (ply.Perception*2) && rand.Intn(3) == 0) { |
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continue |
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} |
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ply.Will = ply.Will + 1 |
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} else { |
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if ply.Perception == 12 || (ply.Perception >= (ply.Will*2) && rand.Intn(3) == 0) { |
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continue |
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} |
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ply.Perception = ply.Perception + 1 |
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} |
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celatt-- |
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} |
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fmt.Println("=== Generated In Nomine character ===") |
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fmt.Println(ply.Name) |
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fmt.Printf("Cor %d\tEth %d\tCel %d\n", |
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ply.CorporealForces, |
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ply.EtherealForces, |
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ply.CelestialForces) |
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fmt.Printf("Str %d\tInt %d\tCel %d\n", |
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ply.Strength, |
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ply.Intellect, |
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ply.Will) |
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fmt.Printf("Agi %d\tPre %d\tPer %d\n", |
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ply.Agility, |
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ply.Precision, |
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ply.Perception) |
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} |