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require "gurps_tables"
function thrust_or_swing(typ, st)
if st < 1 then
return "0"
end
if _GTHRUSTSWINGTABLE[typ][st] then
return _GTHRUSTSWINGTABLE[typ][st]
else
return thrust_or_swing(typ, st - 1)
end
end
function thrust(st)
return thrust_or_swing("thrust", st)
end
function swing(st)
return thrust_or_swing("swing", st)
end
function print_dice(dice_no, modifier)
tex.sprint([[\mbox{]])
tex.sprint(dice_no .. "d")
-- If `modifier` is a valid number
local modifier_number = tonumber(modifier)
if modifier_number then
if modifier_number > 0 then
tex.sprint("+" .. modifier_number)
elseif modifier_number < 0 then
tex.sprint("-" .. modifier_number)
-- else, don't print anything
end
-- elseif `modifier` is non-nil
elseif modifier then
tex.sprint("+" .. modifier)
end
tex.sprint("}")
end
function valued_trait(value, points)
return {
value=value,
points=points or "?"
}
end
function value(value)
return {
value=value
}
end
function trait(points)
return {
points=points or "?"
}
end
function base_stat(stat, multiplier, default)
default = default or 10
stat = stat or default
multiplier = multiplier or 10
return valued_trait(stat, (stat - default)*multiplier)
end
-- Creates an attack table.
function attack(stat, damage, based_on)
rettable = {
stat=stat or "?",
damage=damage or "?",
based_on=based_on or "?"
}
-- i.e. if it's based on a real stat and that stat is a skill
if based_on ~= "?" and character.skills[based_on] then
rettable.adjustment = character.skills[based_on] - stat
elseif based_on ~= "?" and character.spells[based_on] then
rettable.adjustment = character.spells[based_on] - stat
end
return rettable
end
function create_character(args)
-- Creates a character
local args = args or {}
local c = {}
c.pointless_stats = {}
c.pointless_stats.DR = value(args.DR or 0)
c.pointless_stats.SM = value(args.SM or 0)
c.base_stats = {
ST=base_stat(args.ST, 10 - c.pointless_stats.SM.value),
DX=base_stat(args.DX, 20),
IQ=base_stat(args.IQ, 20),
HT=base_stat(args.HT),
}
-- Gets the value for a base stat
function gv(c, key)
return c.base_stats[key].value
end
c.pointless_stats.thr = value(thrust(gv(c, "ST")))
c.pointless_stats.sw = value(swing(gv(c, "ST")))
c.base_stats.HP = base_stat(args.HP or gv(c, "ST"), 5, gv(c, "ST"))
c.base_stats.Per = base_stat(args.Per or gv(c, "IQ"), 5, gv(c, "IQ"))
c.base_stats.Will = base_stat(args.Will or gv(c, "IQ"), 5, gv(c, "IQ"))
c.base_stats.FP = base_stat(args.FP or gv(c, "HT"), 5, gv(c, "HT"))
-- c.advantages = {}
-- c.disadvantages = {}
c.advantages = args.advantages
c.disadvantages = args.disadvantages
-- TODO abstract the logic for spells into general skills
c.skills = {}
for name,obj in pairs(args.skills) do
if obj.difficulty then
x = split(obj.difficulty)
-- TODO fix this to be spell points vv
points = calculate_skill_points(c, x[1], x[2], obj.value)
c.skills[name] = valued_trait(obj.value, points)
else
c.skills[name] = valued_trait(obj.value)
end
end
c.spells = {}
for name,obj in pairs(args.spells) do
if obj.difficulty then
x = split(obj.difficulty)
-- TODO fix this to be spell points vv
points = calculate_skill_points(c, x[1], x[2], obj.value)
c.spells[name] = valued_trait(obj.value, points)
else
c.spells[name] = valued_trait(obj.value)
end
end
c.attacks = {}
return c
end
-- character = create_character()
function count_points()
running_total = 0
for i,traits in pairs({"base_stats",
"advantages",
"disadvantages",
"skills",
"spells"}) do
if character[traits] then
for j,v in pairs(character[traits]) do
if v.points ~= "?" then
running_total = running_total + v.points
end
end
end
end
return running_total
end
function print_little_section(title, tbl)
tex.print([[\paragraph{]] .. title .. [[}]])
local x = {}
for k,v in pairs(tbl) do
if v.value == nil then
table.insert(x, k .. "[" .. v.points .. "]")
elseif v.points == nil then
table.insert(x, k .. "~" .. v.value)
else
table.insert(x, k .. "~" .. v.value .. "[" .. v.points .. "]")
end
end
if next(tbl) == nil then
table.insert(x, [[\ldots{}]])
end
tex.print(table.concat(x, ", ") .. ".")
end
base_stats = {
"ST", "DX", "IQ", "HT", "HP", "Per", "Will", "FP"
}
function print_character()
tex.print([[\subsubsection{Stats (]] .. count_points() .. [[~pt)}]])
tex.print([[\paragraph{Base stats}]])
local x = {}
for i, base_stat in ipairs(base_stats) do
local obj = character.base_stats[base_stat]
table.insert(
x,
base_stat .. [[~]] .. obj.value
.. "[" .. obj.points .. "]")
end
tex.print(table.concat(x, ", ") .. ".")
print_little_section("Other", character.pointless_stats)
print_little_section("Advantages", character.advantages)
print_little_section("Disadvantages", character.disadvantages)
print_little_section("Skills", character.skills)
if next(character.spells) then
print_little_section("Spells", character.spells)
end
end
function print_character_as_lens()
tex.print([[\subsubsection{Lens (+]] .. count_points() .. [[~pt)}]])
tex.print([[\paragraph{Base stats}]])
local x = {}
for i, base_stat in ipairs(base_stats) do
local obj = character.base_stats[base_stat]
if obj.value ~= 10 then
table.insert(
x,
base_stat .. [[~+]] .. obj.value - 10
.. "[" .. obj.points .. "]")
end
end
tex.print(table.concat(x, ", ") .. ".")
if next(character.advantages) ~= nil then
print_little_section("Advantages", character.advantages)
end
if next(character.disadvantages) ~= nil then
print_little_section("Disadvantages", character.disadvantages)
end
if next(character.skills) ~= nil then
print_little_section("Skills", character.skills)
end
if next(character.spells) ~= nil then
print_little_section("Spells", character.spells)
end
end
-- Creates a new LaTeX command
--
-- TODO move this to the dtx file because that's where documentation for LaTeX
-- files lives
function print_set_cmd(name, extra_args)
extra_args = extra_args or {"nil"}
tex.print(
string.format(
[[\NewDocumentCommand\set%s{m}]]
.. [[{\luadirect{character.%s = base_stat(#1, %s)}}]],
name,
name,
table.concat(extra_args, ", ")
)
)
end
print_set_cmd("ST")
print_set_cmd("DX", {"20"})
print_set_cmd("IQ", {"20"})
print_set_cmd("HT")
print_set_cmd("HP", {"5", "character.base_stats.ST.value"})
print_set_cmd("Per", {"5", "character.base_stats.IQ.value"})
print_set_cmd("Will", {"5", "character.base_stats.IQ.value"})
print_set_cmd("FP", {"5", "character.base_stats.HT.value"})
--- Splits string (on / by default)
function split(s, split_on)
local split_on = split_on or [[/]]
local rettable = {}
for i in string.gmatch(s, "[^" .. split_on .. "]+") do
table.insert(rettable, i)
end
return rettable
end
function calculate_skill_points(character, based_on, difficulty, skill_level)
-- TODO rename this variable
if difficulty == "Easy" then
difficulty_modifier = 0
elseif difficulty == "Average" then
difficulty_modifier = 1
elseif difficulty == "Hard" then
difficulty_modifier = 2
elseif difficulty == "Very Hard" then
difficulty_modifier = 3
elseif difficulty == "Wildcard" then
return 3*calculate_skill_points(based_on, "Very Hard", skill_level)
end
-- TODO make support for non-base stat based_on values
local relative_level = skill_level - character.base_stats[based_on].value
if relative_level == (0 - difficulty_modifier) then
return 1
elseif relative_level == (1 - difficulty_modifier) then
return 2
elseif relative_level == (2 - difficulty_modifier) then
return 4
elseif relative_level > (2 - difficulty_modifier) then
return (relative_level - 1 + difficulty_modifier) * 4
end
end
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