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DSACharacterGenerator.m
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3516 lines (3297 loc) · 141 KB
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/*
Project: DSA-SpielHelfer
Copyright (C) 2025 Free Software Foundation
Author: Sebastian Reitenbach
Created: 2025-05-04 22:20:40 +0200 by sebastia
This application is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This application is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111 USA.
*/
#import "DSACharacterGenerator.h"
#import "DSACharacter.h"
#import "Utils.h"
#import "DSAAventurianCalendar.h"
#import "DSANameGenerator.h"
#import "DSAInventoryManager.h"
#import "DSATrait.h"
#import "DSASpellWitchCurse.h"
#import "DSASpellDruidRitual.h"
#import "DSASpellMischievousPrank.h"
#import "DSASpellGeodeRitual.h"
#import "DSASpellMageRitual.h"
#import "DSASpellShamanRitual.h"
#import "DSASpellSharisadDance.h"
#import "DSASpellElvenSong.h"
#import "DSALiturgy.h"
#import "DSAWallet.h"
@implementation DSACharacterGenerator
- (DSACharacter *)generateCharacterWithParameters:(NSDictionary *)parameters
{
NSString *archetype = [self resolveArchetypeFromParameters:parameters];
NSLog(@"DSACharacterGenerator generateCharacterWithParameters paramters: %@", parameters);
// Order below is important
self.character = [DSACharacter characterWithType: archetype];
self.character.isNPC = [self shouldMarkAsNPCFromParameters: parameters];
// NPCs may have subarchetypes
if ([self.character isKindOfClass: [DSACharacterNpc class]] && parameters[@"subarchetype"])
{
self.character.archetype = parameters[@"subarchetype"];
}
else
{
self.character.archetype = archetype; // NPCs don't have that encoded in their init method
}
NSLog(@"DSACharacterGenerator generateCharacterWithParameters AFTER SETTING ARCHETYPE");
self.character.level = [self resolveLevelFromParameters: parameters];
self.character.lifePoints = [self resolveLifePointsFromParameters: parameters];
self.character.currentLifePoints = self.character.lifePoints;
NSLog(@"DSACharacterGenerator generateCharacterWithParameters AFTER SETTING currentLifePoints");
self.character.astralEnergy = [self resolveAstralEnergyFromParameters: parameters];
self.character.currentAstralEnergy = self.character.astralEnergy;
self.character.karmaPoints = [self resolveKarmaPointsFromParameters: parameters];
self.character.currentKarmaPoints = self.character.karmaPoints;
self.character.mrBonus = [self resolveMagicResistanceFromParameters: parameters];
NSLog(@"DSACharacterGenerator generateCharacterWithParameters AFTER SETTING MRBONUS");
self.character.sex = [self resolveSexFromParameters: parameters];
self.character.title = [self resolveTitleFromParameters: parameters];
NSLog(@"DSACharacterGenerator generateCharacterWithParameters AFTER SETTING TITLE");
self.character.origin = [self resolveOriginFromParameters: parameters];
NSLog(@"DSACharacterGenerator generateCharacterWithParameters: origin: %@", self.character.origin);
self.character.professions = [self resolveProfessionFromParameters: parameters];
self.character.currentProfessions = [self resolveProfessionFromParameters: parameters];
self.character.element = [self resolveElementFromParameters: parameters];
self.character.religion = [self resolveReligionFromParameters: parameters];
self.character.hairColor = [self resolveHairColorFromParameters: parameters];
self.character.eyeColor = [self resolveEyeColorFromParameters: parameters];
self.character.height = [self resolveHeightFromParameters: parameters];
self.character.weight = [self resolveWeightFromParameters: parameters];
self.character.birthday = [self resolveBirthdayFromParameters: parameters];
self.character.god = [self resolveGodFromParameters: parameters];
self.character.stars = [self resolveStarsFromParameters: parameters];
self.character.socialStatus = [self resolveSocialStatusFromParameters: parameters];
self.character.name = [self resolveNameFromParameters: parameters];
self.character.parents = [self resolveParentsFromParameters: parameters];
self.character.siblings = [self resolveSiblingsFromParameters: parameters];
self.character.wallet = [self resolveWealthFromParameters: parameters];
self.character.birthPlace = [self resolveBirthplaceFromParameters: parameters];
self.character.birthEvent = [self resolveBirthEventFromParameters: parameters];
self.character.legitimation = [self resolveLegitimationFromParameters: parameters];
self.character.childhoodEvents = [self resolveChildhoodEventsFromParameters: parameters];
self.character.youthEvents = [self resolveYouthEventsFromParameters: parameters];
self.character.portraitName = [self resolvePortraitNameFromParameters: parameters];
self.character.mageAcademy = [self resolveAcademyFromParameters: parameters]; // also resolves Geodische Schule and Warrior Academy
self.character.positiveTraits = [self resolvePositiveTraitsFromParameters: parameters];
NSMutableDictionary *deepCopyPositiveTraits = [NSMutableDictionary dictionary];
for (NSString *key in self.character.positiveTraits) {
DSAPositiveTrait *value = self.character.positiveTraits[key];
deepCopyPositiveTraits[key] = [value copy];
}
self.character.currentPositiveTraits = deepCopyPositiveTraits;
self.character.negativeTraits = [self resolveNegativeTraitsFromParameters: parameters];
NSMutableDictionary *deepCopyNegativeTraits = [NSMutableDictionary dictionary];
for (NSString *key in self.character.negativeTraits) {
DSANegativeTrait *value = self.character.negativeTraits[key];
deepCopyNegativeTraits[key] = [value copy];
}
self.character.currentNegativeTraits = deepCopyNegativeTraits;
self.character.staticAttackBaseValue = [self resolveStaticAttackBaseValueFromParameters: parameters];
self.character.staticParryBaseValue = [self resolveStaticParryBaseValueFromParameters: parameters];
self.character.armorBaseValue = [self resolveArmorBaseValueFromParameters: parameters];
self.character.talents = [self resolveTalentsFromParameters: parameters];
self.character.currentTalents = [self resolveTalentsFromParameters: parameters];
self.character.spells = [self resolveSpellsFromParameters: parameters];
self.character.currentSpells = [self resolveSpellsFromParameters: parameters];
[self applySpecialsToCharacter];
[Utils applySpellmodificatorsToCharacter: self.character];
if ([self.character isKindOfClass: [DSACharacterHero class]])
{
for (NSString *modificator in @[ @"Goettergeschenke", @"Herkunft", @"Kriegerakademie", @"Magierakademie", @"Schamanenmodifikatoren"])
{
[self apply: modificator toCharacter: self.character];
}
}
else
{
for (NSString *modificator in @[ @"Herkunft", @"Subtypen"])
{
[self apply: modificator toNpc: self.character usingParameters: parameters];
}
}
[self makeCharacterAMagicalDabblerFromParameters: parameters];
if ([self.character isKindOfClass: [DSACharacterHero class]])
{
[self addEquipmentToCharacter];
}
else
{
[self addEquipmentToNpcFromParameters: parameters];
}
return self.character;
}
/* parameter parsing methods */
- (NSString *)resolveArchetypeFromParameters:(NSDictionary *)parameters {
return parameters[@"archetype"];
}
- (BOOL)shouldMarkAsNPCFromParameters:(NSDictionary *)parameters {
return [parameters[@"isNPC"] boolValue];
}
- (BOOL)shouldMarkAsMagicalDabblerFromParameters:(NSDictionary *)parameters {
return [parameters[@"isMagicalDabbler"] boolValue];
}
- (NSString *)resolveSexFromParameters:(NSDictionary *)parameters {
NSString *archetype = parameters[@"archetype"];
NSString *sex = parameters[@"sex"];
// proper characters always have sex set
if (sex && [sex length] > 0)
{
return sex;
}
NSDictionary *charConstraints = [[NSDictionary alloc] init];
if ([self.character isKindOfClass: [DSACharacterHero class]])
{
charConstraints = [NSDictionary dictionaryWithDictionary: [[Utils getArchetypesDict] objectForKey: archetype]];
}
else
{
charConstraints = [NSDictionary dictionaryWithDictionary: [[Utils getNpcTypesDict] objectForKey: archetype]];
}
NSArray *gender = [charConstraints objectForKey: @"Geschlecht"];
NSUInteger randomIndex = arc4random_uniform((uint32_t) [gender count]);
return [gender objectAtIndex: randomIndex];
}
- (NSInteger)resolveLevelFromParameters:(NSDictionary *)parameters
{
NSString *levelString = parameters[@"level"]; // Normal characters should start with level 0, and that's in the character class init method set...
if (levelString) // Otherwise, they may start at this direct level given as a number...
{
return [levelString integerValue];
}
NSInteger level;
NSDictionary *charConstraints = [[NSDictionary alloc] init];
if ([self.character isKindOfClass: [DSACharacterNpc class]])
{
NSString *experienceLevel = parameters[@"experienceLevel"]; // That might be "unerfahren", "erfahren", or "Veteran"
NSString *archetype = parameters[@"archetype"];
charConstraints = [NSDictionary dictionaryWithDictionary: [[Utils getNpcTypesDict] objectForKey: archetype]];
NSArray *levelDefinition = [[[charConstraints objectForKey: @"Erfahrungsstufen"]
objectForKey: experienceLevel]
objectForKey: @"ST"];
if (!levelDefinition) // maybe we got "standard" here ...
{
levelDefinition = [charConstraints objectForKey: @"ST"];
}
if ([levelDefinition count] == 0)
{
NSLog(@"DSACharacterGenerator: NPC doesn't have 'ST' defined, initializing NPC character level with 1");
level = 1;
}
else if ([levelDefinition count] == 1)
{
level = [Utils rollDice: [levelDefinition objectAtIndex: 0]];
}
else
{
level = [Utils rollDice: [levelDefinition objectAtIndex: 0]] + [[levelDefinition objectAtIndex: 1] integerValue];
}
}
else
{
level = 0;
}
return level;
}
- (NSInteger)resolveLifePointsFromParameters:(NSDictionary *)parameters
{
NSInteger le;
if ([self.character isKindOfClass: [DSACharacterHero class]])
{
le = self.character.lifePoints; // They are set in the Characters init class, and we should just use that (:
}
else
{
NSDictionary *charConstraints = [[NSDictionary alloc] init];
NSString *archetype = parameters[@"archetype"];
charConstraints = [NSDictionary dictionaryWithDictionary: [[Utils getNpcTypesDict] objectForKey: archetype]];
NSString *experienceLevel = parameters[@"experienceLevel"]; // That might be "unerfahren", "erfahren", or "Veteran"
NSArray *leDefinition = [[[charConstraints objectForKey: @"Erfahrungsstufen"]
objectForKey: experienceLevel]
objectForKey: @"LE"];
if (!leDefinition)
{
leDefinition = [charConstraints objectForKey: @"LE"];
}
if ([leDefinition count] == 0)
{
NSLog(@"DSACharacterGenerator: NPC doesn't have 'LE' defined, initializing NPC character LE with 20");
le = 20;
}
else if ([leDefinition count] == 1)
{
le = [Utils rollDice: [leDefinition objectAtIndex: 0]];
}
else
{
le = [Utils rollDice: [leDefinition objectAtIndex: 0]] + [[leDefinition objectAtIndex: 1] integerValue];
}
}
return le;
}
- (NSInteger)resolveAstralEnergyFromParameters:(NSDictionary *)parameters
{
NSInteger ae;
if ([self.character isKindOfClass: [DSACharacterHero class]])
{
ae = self.character.astralEnergy; // They are set in the Characters init class, and we should just use that (:
}
else
{
NSDictionary *charConstraints = [[NSDictionary alloc] init];
NSString *archetype = parameters[@"archetype"];
charConstraints = [NSDictionary dictionaryWithDictionary: [[Utils getNpcTypesDict] objectForKey: archetype]];
NSString *experienceLevel = parameters[@"experienceLevel"]; // That might be "unerfahren", "erfahren", or "Veteran"
NSArray *aeDefinition = [[[charConstraints objectForKey: @"Erfahrungsstufen"]
objectForKey: experienceLevel]
objectForKey: @"AE"];
if (!aeDefinition)
{
aeDefinition = [charConstraints objectForKey: @"AE"];
}
if ([aeDefinition count] == 0)
{
NSLog(@"DSACharacterGenerator: NPC doesn't have 'AE' defined, initializing NPC character AE with 0");
ae = 0;
}
else if ([aeDefinition count] == 1)
{
ae = [Utils rollDice: [aeDefinition objectAtIndex: 0]];
}
else
{
ae = [Utils rollDice: [aeDefinition objectAtIndex: 0]] + [[aeDefinition objectAtIndex: 1] integerValue];
}
}
return ae;
}
- (NSInteger)resolveKarmaPointsFromParameters:(NSDictionary *)parameters
{
NSInteger ke;
if ([self.character isKindOfClass: [DSACharacterHero class]])
{
ke = self.character.karmaPoints; // They are set in the Characters init class, and we should just use that (:
}
else
{
NSDictionary *charConstraints = [[NSDictionary alloc] init];
NSString *archetype = parameters[@"archetype"];
charConstraints = [NSDictionary dictionaryWithDictionary: [[Utils getNpcTypesDict] objectForKey: archetype]];
NSString *experienceLevel = parameters[@"experienceLevel"]; // That might be "unerfahren", "erfahren", or "Veteran"
NSArray *keDefinition = [[[charConstraints objectForKey: @"Erfahrungsstufen"]
objectForKey: experienceLevel]
objectForKey: @"KE"];
if (!keDefinition)
{
keDefinition = [charConstraints objectForKey: @"KE"];
}
if ([keDefinition count] == 0)
{
NSLog(@"DSACharacterGenerator: NPC doesn't have 'KE' defined, initializing NPC character KE with 0");
ke = 0;
}
else if ([keDefinition count] == 1)
{
ke = [Utils rollDice: [keDefinition objectAtIndex: 0]];
}
else
{
ke = [Utils rollDice: [keDefinition objectAtIndex: 0]] + [[keDefinition objectAtIndex: 1] integerValue];
}
}
return ke;
}
- (NSInteger)resolveMagicResistanceFromParameters:(NSDictionary *)parameters
{
NSInteger mr;
if ([self.character isKindOfClass: [DSACharacterHero class]])
{
mr = self.character.magicResistance; // it's set in the Characters init class, and we should just use that (:
}
else
{
NSDictionary *charConstraints = [[NSDictionary alloc] init];
NSString *archetype = parameters[@"archetype"];
charConstraints = [NSDictionary dictionaryWithDictionary: [[Utils getNpcTypesDict] objectForKey: archetype]];
NSString *experienceLevel = parameters[@"experienceLevel"]; // That might be "unerfahren", "erfahren", or "Veteran"
NSArray *mrDefinition = [[[charConstraints objectForKey: @"Erfahrungsstufen"]
objectForKey: experienceLevel]
objectForKey: @"MR"];
if (!mrDefinition)
{
mrDefinition = [charConstraints objectForKey: @"MR"];
}
if ([mrDefinition count] == 0)
{
NSLog(@"DSACharacterGenerator: NPC doesn't have 'MR' defined, initializing NPC character MR with 0");
mr = 0;
}
else if ([mrDefinition count] == 1)
{
mr = [Utils rollDice: [mrDefinition objectAtIndex: 0]];
}
else
{
mr = [Utils rollDice: [mrDefinition objectAtIndex: 0]] + [[mrDefinition objectAtIndex: 1] integerValue];
}
}
return mr;
}
- (NSString *)resolveNameFromParameters:(NSDictionary *)parameters {
NSString *name = parameters[@"name"];
if (name && [name length] > 0)
{
return name;
}
NSString *origin;
NSString *archetype = self.character.archetype; // not using parameters[@"archeytpe"] here on purpose
NSString *sex = self.character.sex;
NSArray *supportedNames = [DSANameGenerator getTypesOfNames];
if ([supportedNames containsObject: archetype]) // might be the subtype, in case of NPCs...
{
origin = archetype;
}
if ([supportedNames containsObject: parameters[@"archetype"]])
{
origin = parameters[@"archetype"];
}
else if ([supportedNames containsObject: self.character.origin])
{
origin = self.character.origin;
}
if ([origin length] == 0)
{
name = @"Name unbekannt";
return name;
}
name = [DSANameGenerator generateNameWithGender: sex
isNoble: NO
nameData: [Utils getNamesForRegion: origin]];
if ([name length] == 0)
{
name = @"Name unbekannt";
}
return name;
}
- (NSString *)resolveTitleFromParameters:(NSDictionary *)parameters {
NSString *title = parameters[@"title"];
if (title && [title length] > 0)
{
return title;
}
else
{
return @"Ohne Titel";
}
}
- (NSString *)resolveOriginFromParameters:(NSDictionary *)parameters {
NSString *origin = parameters[@"origin"];
NSLog(@"DSACharacterGenerator resolveOriginFromParameters origin: %@, %@", origin, parameters);
if (origin && [origin length] > 0)
{
return origin;
}
else
{
return @"Aventurien";
}
}
- (NSMutableDictionary *)resolveProfessionFromParameters:(NSDictionary *)parameters {
NSString *professionName = parameters[@"profession"];
NSMutableDictionary *professionsDictionary = [[NSMutableDictionary alloc] init];
if (professionName)
{
DSATalent *profession = [DSATalent talentWithName: professionName
forCharacter: self.character];
[professionsDictionary setObject: profession forKey: professionName];
}
else
{
professionsDictionary = nil;
}
return professionsDictionary;
}
- (NSString *)resolveElementFromParameters:(NSDictionary *)parameters {
return parameters[@"element"];
}
- (NSString *)resolveReligionFromParameters:(NSDictionary *)parameters {
NSString *religion = parameters[@"religion"];
if (religion)
{
return religion;
}
NSString *origin = self.character.origin;
NSString *archetype = parameters[@"archetype"];
// Otherwise, let's see if we can auto-generate one...
NSMutableArray *religions = [[NSMutableArray alloc] init];
NSMutableArray *categories = [[[Utils getArchetypesDict] objectForKey: archetype] objectForKey: @"Typkategorie"];
if (!categories) // might be a NPC ???
{
categories = [[[Utils getNpcTypesDict] objectForKey: archetype] objectForKey: @"Typkategorie"];
}
if ([categories containsObject: _(@"Geweihter")]) // Blessed ones only have their own God to choose from ;)
{
[categories removeObject: _(@"Mensch")];
}
for (NSString *god in [Utils getGodsDict])
{
NSDictionary *values = [[Utils getGodsDict] objectForKey: god];
// Check Typus
NSArray *typusArray = [values objectForKey: @"Typus"];
if (typusArray)
{
for (NSString *typus in typusArray)
{
if ([archetype isEqualToString:typus])
{
[religions addObject:god];
break; // Break to avoid adding the same religion multiple times
}
}
}
// Check Typkategorie
NSArray *typkategorieArray = values[@"Typkategorie"];
if (typkategorieArray)
{
for (NSString *typkategorie in typkategorieArray)
{
if ([categories containsObject:typkategorie])
{
[religions addObject:god];
break; // Break to avoid adding the same religion multiple times
}
}
}
// Check Herkunft
NSArray *originsArray = values[@"Herkunft"];
if (originsArray)
{
if ([originsArray containsObject: origin])
{
[religions addObject:god];
}
}
}
if ([religions count] > 0)
{
return religions[arc4random_uniform([religions count])];
}
else
{
return @"Keine Religion";
}
}
- (NSString *)resolveHairColorFromParameters:(NSDictionary *)parameters {
NSString *hairColor = parameters[@"hairColor"];
if (hairColor)
{
return hairColor;
}
NSString *origin = self.character.origin;
NSString *archetype = parameters[@"archetype"];
NSDictionary *charConstraints = [[NSDictionary alloc] init];
if ([self.character isKindOfClass: [DSACharacterHero class]])
{
charConstraints = [NSDictionary dictionaryWithDictionary: [[Utils getArchetypesDict] objectForKey: archetype]];
}
else
{
charConstraints = [NSDictionary dictionaryWithDictionary: [[Utils getNpcTypesDict] objectForKey: archetype]];
}
NSDictionary *hairConstraint;
if ([archetype isEqualToString: _(@"Schamane")])
{
hairConstraint = [NSDictionary dictionaryWithDictionary: [[[charConstraints objectForKey: @"Typus"] objectForKey: origin] objectForKey: @"Haarfarbe"]];
}
else
{
hairConstraint = [NSDictionary dictionaryWithDictionary: [charConstraints objectForKey: @"Haarfarbe"]];
}
NSInteger diceResult = [Utils rollDice: @"1W20"];
NSArray *colors = [NSArray arrayWithArray: [hairConstraint allKeys]];
for (NSString *color in colors)
{
if ([[hairConstraint objectForKey: color] containsObject: @(diceResult)])
{
return color;
}
}
return @"nix";
}
- (NSString *)resolveEyeColorFromParameters:(NSDictionary *)parameters {
NSString *eyeColor = parameters[@"eyeColor"];
if (eyeColor)
{
return eyeColor;
}
NSString *archetype = parameters[@"archetype"];
NSString *hairColor = self.character.hairColor;
NSDictionary *charConstraints = [[NSDictionary alloc] init];
if ([self.character isKindOfClass: [DSACharacterHero class]])
{
charConstraints = [NSDictionary dictionaryWithDictionary: [[Utils getArchetypesDict] objectForKey: archetype]];
}
else
{
charConstraints = [NSDictionary dictionaryWithDictionary: [[Utils getNpcTypesDict] objectForKey: archetype]];
}
NSInteger diceResult = [Utils rollDice: @"1W20"];
if ([charConstraints objectForKey: @"Augenfarbe"] == nil)
{
// No special Augenfarbe defined for the characterType, we use the default calculation
// algorithm as defined in "Mit Mantel, Schwert und Zauberstab S. 61"
for (NSDictionary *entry in [Utils getEyeColorsDict])
{
for (NSString *color in [entry objectForKey: @"Haarfarben"])
{
if ([color isEqualTo: hairColor])
{
for (NSString *ec in [[entry objectForKey: @"Augenfarben"] allKeys])
{
if ([[[entry objectForKey: @"Augenfarben"] objectForKey: ec] containsObject: @(diceResult)])
{
return ec;
}
}
}
}
}
}
else
{
// We're dealing with a Character that has special Augenfarben constraints
NSDictionary *eyeColors = [NSDictionary dictionaryWithDictionary: [charConstraints objectForKey: @"Augenfarbe"]];
for (NSString *color in [eyeColors allKeys])
{
if ([[eyeColors objectForKey: color] containsObject: @(diceResult)])
{
// we found the color
return color;
}
}
}
return @"nix";
}
- (float) resolveHeightFromParameters:(NSDictionary *)parameters {
float height = [parameters[@"height"] floatValue];
if (height)
{
return height;
}
NSString *origin = self.character.origin;
NSString *archetype = parameters[@"archetype"];
NSDictionary *charConstraints = [[NSDictionary alloc] init];
// NPC and normal characters have different approach for defining height
if ([self.character isKindOfClass: [DSACharacterHero class]])
{
NSArray *heightArr;
charConstraints = [NSDictionary dictionaryWithDictionary: [[Utils getArchetypesDict] objectForKey: archetype]];
if ([archetype isEqualToString: _(@"Schamane")])
{
heightArr = [NSArray arrayWithArray: [[[charConstraints objectForKey: @"Typus"] objectForKey: origin] objectForKey: @"Körpergröße"]];
}
else
{
heightArr = [NSArray arrayWithArray: [charConstraints objectForKey: @"Körpergröße"]];
}
height = [[heightArr objectAtIndex: 0] floatValue];
unsigned int count = [heightArr count];
for (unsigned int i = 1;i<count; i++)
{
height += [Utils rollDice: [heightArr objectAtIndex: i]];
}
}
else // end of normal character hero
{
NSLog(@"generating NPC height for Herkunft: %@", origin);
charConstraints = [NSDictionary dictionaryWithDictionary: [[Utils getNpcTypesDict] objectForKey: archetype]];
NSArray *heightDefinition = [[[charConstraints objectForKey: @"Herkunft"]
objectForKey: origin]
objectForKey: @"Größe"];
if (! heightDefinition)
{
heightDefinition = [charConstraints objectForKey: @"Größe"];
}
NSLog(@"NPC height Definition: %@", heightDefinition);
if ([heightDefinition count] == 1)
{
height = [Utils rollDice: [heightDefinition objectAtIndex: 0]];
}
else
{
height = [Utils rollDice: [heightDefinition objectAtIndex: 0]] + [[heightDefinition objectAtIndex: 1] integerValue];
}
} // end of NPC
NSLog(@"returning height: %@", [NSNumber numberWithFloat: height]);
return height;
}
- (float) resolveWeightFromParameters:(NSDictionary *)parameters {
float weight = [parameters[@"weight"] floatValue];
if (weight)
{
return weight;
}
NSString *origin = self.character.origin;
NSString *archetype = parameters[@"archetype"];
NSDictionary *charConstraints = [[NSDictionary alloc] init];
if ([self.character isKindOfClass: [DSACharacterHero class]])
{
float height = self.character.height;
charConstraints = [NSDictionary dictionaryWithDictionary: [[Utils getArchetypesDict] objectForKey: archetype]];
weight = [[charConstraints objectForKey: @"Gewicht"] floatValue];
weight = weight + height;
}
else
{
charConstraints = [NSDictionary dictionaryWithDictionary: [[Utils getNpcTypesDict] objectForKey: archetype]];
NSLog(@"generating NPC weight");
NSLog(@"THE CHAR CONSTRAINTS: %@", charConstraints);
NSArray *weightDefinition = [[[charConstraints objectForKey: @"Herkunft"]
objectForKey: origin]
objectForKey: @"Gewicht"];
if (! weightDefinition)
{
weightDefinition = [charConstraints objectForKey: @"Gewicht"];
}
NSLog(@"THE WEIGHT definition: %@", weightDefinition);
if ([weightDefinition count] == 1)
{
weight = [Utils rollDice: [weightDefinition objectAtIndex: 0]];
}
else
{
weight = [Utils rollDice: [weightDefinition objectAtIndex: 0]] + [[weightDefinition objectAtIndex: 1] integerValue];
}
}
NSLog(@"returning weight: %@", [NSNumber numberWithFloat: weight]);
return weight;
}
- (DSAAventurianDate *) resolveBirthdayFromParameters:(NSDictionary *)parameters {
DSAAventurianDate *birthday = parameters[@"birthday"];
if (birthday)
{
return birthday;
}
NSInteger level = self.character.level;
NSString *monthName = [[NSString alloc] init];
NSUInteger day;
NSInteger year;
NSInteger diceResult = [Utils rollDice: @"1W20"];
NSArray *months = [[[Utils getBirthdaysDict] objectForKey: @"Monat"] allKeys];
for (NSString *month in months)
{
if ([[[[Utils getBirthdaysDict] objectForKey: @"Monat"] objectForKey: month] containsObject: @(diceResult)])
{
monthName = [NSString stringWithFormat: @"%@", month];
}
}
diceResult = [Utils rollDice: @"1W20"];
NSArray *fifthOfMonth = [[[Utils getBirthdaysDict] objectForKey: @"Monatsfuenftel"] allKeys];
for (NSString *fifth in fifthOfMonth)
{
if ([[[[Utils getBirthdaysDict] objectForKey: @"Monatsfuenftel"] objectForKey: fifth] containsObject: @(diceResult)])
{
day = [fifth intValue] + [Utils rollDice: @"1W6"] - 1;
}
}
NSLog(@"generateBirthday before year with this month %lu for monthName: %@", (unsigned long) [DSAAventurianCalendar monthForString: monthName], monthName);
year = [DSAAventurianCalendar calculateAventurianYearOfBirthFromCurrentDate: [DSAAventurianCalendar convertToAventurian: [NSDate date]]
birthdayMonth: [DSAAventurianCalendar monthForString: monthName]
birthdayDay: day
currentAge: 16 + 2 * level]; // always starting with 16 years for now
NSLog(@"generateBirthday after year %li", (long) year);
return [[DSAAventurianDate alloc] initWithYear: year
month: [DSAAventurianCalendar monthForString: monthName]
day: day
hour: [Utils rollDice: @"1W24"] - 1];
}
- (NSString *)resolveGodFromParameters:(NSDictionary *)parameters {
NSString *god = parameters[@"god"];
if (god)
{
return god;
}
NSString *monthName = self.character.birthday.monthName;
NSDictionary *godsDict = [Utils getGodsDict];
for (NSString *god in [godsDict allKeys])
{
if ([[[godsDict objectForKey: god] objectForKey: @"Monat"] isEqualToString: monthName])
{
return god;
}
}
return nil;
}
- (NSString *)resolveStarsFromParameters:(NSDictionary *)parameters {
NSString *stars = parameters[@"stars"];
if (stars)
{
return stars;
}
NSString *god = self.character.god;
NSDictionary *godsDict = [Utils getGodsDict];
return [[godsDict objectForKey: god] objectForKey: @"Sternbild"];
}
- (NSString *)resolveSocialStatusFromParameters:(NSDictionary *)parameters {
NSString *socialStatus = parameters[@"socialStatus"];
if (socialStatus)
{
return socialStatus;
}
if ([self.character isKindOfClass: [DSACharacterNpc class]])
{
return @"arm"; // if ever NPCs implmement social status, update ;)
}
NSLog(@"DSACharacterGenerator resolveSocialStatusFromParameters not a NPC");
NSString *dice;
NSDictionary *herkuenfteDict;
NSString *archetype = parameters[@"archetype"];
NSString *origin = self.character.origin;
BOOL isMagicalDabbler = self.character.isMagicalDabbler;
NSDictionary *archetypeDict = [[Utils getArchetypesDict] objectForKey: archetype];
if ([archetype isEqualToString: _(@"Schamane")])
{
dice = [[[[archetypeDict objectForKey: @"Typus"] objectForKey: origin] objectForKey: @"Herkunft"] objectForKey: @"Würfel"];
herkuenfteDict = [NSDictionary dictionaryWithDictionary: [[[archetypeDict objectForKey: @"Typus"] objectForKey: origin] objectForKey: @"Herkunft"]];
}
else
{
dice = [[archetypeDict objectForKey: @"Herkunft"] objectForKey: @"Würfel"];
herkuenfteDict = [NSDictionary dictionaryWithDictionary: [archetypeDict objectForKey: @"Herkunft"]];
}
NSLog(@"generateFamilyBackground %@ %@", dice, herkuenfteDict);
NSArray *herkuenfteArr = [NSArray arrayWithArray: [herkuenfteDict allKeys]];
BOOL finished = NO;
while (!finished)
{
NSInteger diceResult = [Utils rollDice: dice];
for (NSString *socialStatus in herkuenfteArr)
{
if ([@"Würfel" isEqualTo: socialStatus])
{
continue;
}
NSDictionary *socialStatusDict = [herkuenfteDict objectForKey: socialStatus];
if ([[socialStatusDict objectForKey: dice] containsObject: @(diceResult)])
{
if (isMagicalDabbler && [@[_(@"reich"), _(@"adelig")] containsObject: socialStatus])
{
break; // roll dice and try again
}
else
{
return socialStatus;
}
}
}
}
return nil;
}
- (NSString *)resolveParentsFromParameters:(NSDictionary *)parameters {
NSString *parents = parameters[@"parents"];
if (parents)
{
return parents;
}
if ([self.character isKindOfClass: [DSACharacterNpc class]])
{
return @"unbekannt"; // in case NPCs implement that ever, ...
}
NSLog(@"DSACharacterGenerator resolveParentsFromParameters not a NPC");
NSString *dice;
NSDictionary *herkuenfteDict;
NSString *archetype = parameters[@"archetype"];
NSString *origin = self.character.origin;
NSDictionary *archetypeDict = [[Utils getArchetypesDict] objectForKey: archetype];
if ([archetype isEqualToString: _(@"Schamane")])
{
dice = [[[[archetypeDict objectForKey: @"Typus"] objectForKey: origin] objectForKey: @"Herkunft"] objectForKey: @"Würfel"];
herkuenfteDict = [NSDictionary dictionaryWithDictionary: [[[archetypeDict objectForKey: @"Typus"] objectForKey: origin] objectForKey: @"Herkunft"]];
}
else
{
dice = [[archetypeDict objectForKey: @"Herkunft"] objectForKey: @"Würfel"];
herkuenfteDict = [NSDictionary dictionaryWithDictionary: [archetypeDict objectForKey: @"Herkunft"]];
}
NSLog(@"generateFamilyBackground %@ %@", dice, herkuenfteDict);
NSArray *herkuenfteArr = [NSArray arrayWithArray: [herkuenfteDict allKeys]];
NSInteger diceResult = [Utils rollDice: dice];
for (NSString *socialStatus in herkuenfteArr)
{
if ([@"Würfel" isEqualTo: socialStatus])
{
continue;
}
NSDictionary *socialStatusDict = [herkuenfteDict objectForKey: socialStatus];
if ([[socialStatusDict objectForKey: dice] containsObject: @(diceResult)])
{
for (NSString *parents in [[socialStatusDict objectForKey: @"Eltern"] allKeys])
{
if ([[[socialStatusDict objectForKey: @"Eltern"] objectForKey: parents] containsObject: @(diceResult)])
{
return parents;
}
}
}
}
return @"unbekannt";
}
/* generates initial wealth/money, as described in "Mit Mantel, Schwert
und Zauberstab" S. 61 */
- (DSAWallet *)resolveWealthFromParameters:(NSDictionary *)parameters {
DSAWallet *wallet = [[DSAWallet alloc] init];
NSString *socialStatus = self.character.socialStatus;
if ([socialStatus isEqualTo: @"unfrei"])
{
wallet.silber = [Utils rollDice: @"1W6"];
}
else if ([socialStatus isEqualTo: @"arm"])
{
wallet.dukaten = [Utils rollDice: @"1W6"];
}
else if ([socialStatus isEqualTo: @"mittelständisch"])
{
wallet.dukaten = [Utils rollDice: @"3W6"];
}
else if ([socialStatus isEqualTo: @"reich"])
{
wallet.dukaten = [Utils rollDice: @"2W20"] + 20;
}
else if ([socialStatus isEqualTo: @"adelig"] || [socialStatus isEqualTo: @"niederer Adel"] || [socialStatus isEqualTo: @"Hochadel"] || [socialStatus isEqualTo: @"unbekannt"]) // "unbekannt" can be quite rich, or poor
{
wallet.dukaten = [Utils rollDice: @"3W20"];
}
else
{
NSLog(@"DSACharacterGenerationController: generateWealth: don't know how to handle socialStatus: %@", socialStatus);
}
return wallet;
}
// loosely following "Vom Leben in Aventurien", S. 34
- (NSArray *) resolveSiblingsFromParameters:(NSDictionary *)parameters {
NSArray *siblings = parameters[@"siblings"];
if (siblings)
{
return siblings;
}
NSInteger diceResult = [Utils rollDice: @"1W10"];
NSMutableArray *resultArr = [[NSMutableArray alloc] init];
if (diceResult == 1)
{
return resultArr; // no siblings
}
else
{