games_dice 0.3.12 → 0.4.0
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- checksums.yaml +5 -5
- data/.rubocop.yml +15 -0
- data/.travis.yml +7 -10
- data/CHANGELOG.md +6 -0
- data/Gemfile +2 -0
- data/Rakefile +14 -11
- data/ext/games_dice/extconf.rb +4 -22
- data/ext/games_dice/probabilities.c +1 -1
- data/games_dice.gemspec +26 -32
- data/lib/games_dice/bunch.rb +241 -247
- data/lib/games_dice/complex_die.rb +287 -270
- data/lib/games_dice/complex_die_helpers.rb +68 -60
- data/lib/games_dice/constants.rb +10 -10
- data/lib/games_dice/dice.rb +146 -143
- data/lib/games_dice/die.rb +101 -97
- data/lib/games_dice/die_result.rb +193 -189
- data/lib/games_dice/map_rule.rb +72 -70
- data/lib/games_dice/marshal.rb +18 -13
- data/lib/games_dice/parser.rb +219 -218
- data/lib/games_dice/reroll_rule.rb +76 -77
- data/lib/games_dice/version.rb +3 -1
- data/lib/games_dice.rb +19 -19
- data/spec/bunch_spec.rb +399 -420
- data/spec/complex_die_spec.rb +314 -305
- data/spec/dice_spec.rb +33 -34
- data/spec/die_result_spec.rb +162 -169
- data/spec/die_spec.rb +81 -81
- data/spec/helpers.rb +23 -21
- data/spec/map_rule_spec.rb +40 -44
- data/spec/parser_spec.rb +106 -82
- data/spec/probability_spec.rb +530 -526
- data/spec/readme_spec.rb +404 -390
- data/spec/reroll_rule_spec.rb +40 -44
- metadata +39 -28
- data/lib/games_dice/prob_helpers.rb +0 -259
- data/lib/games_dice/probabilities.rb +0 -244
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# frozen_string_literal: true
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require 'games_dice/complex_die_helpers'
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module GamesDice
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# This class models a die that is built up from a simpler unit by adding rules to re-roll
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# and interpret the value shown.
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#
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# An object of this class represents a single complex die. It rolls 1..#sides, with equal weighting
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# for each value. The value from a roll may be used to trigger yet more rolls that combine together.
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# After any re-rolls, the value can be interpretted ("mapped") as another integer, which is used as
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# the final result.
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#
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# @example An open-ended percentile die from a popular RPG
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# d = GamesDice::ComplexDie.new( 100, :rerolls => [[96, :<=, :reroll_add],[5, :>=, :reroll_subtract]] )
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# d.roll # => #<GamesDice::DieResult:0x007ff03a2415f8 @rolls=[4, 27], ...>
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# d.result.value # => -23
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# d.explain_result # => "[4-27] -23"
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#
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# @example An "exploding" six-sided die with a target number
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# d = GamesDice::ComplexDie.new( 6, :rerolls => [[6, :<=, :reroll_add]], :maps => [[8, :<=, 1, 'Success']] )
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# d.roll # => #<GamesDice::DieResult:0x007ff03a1e8e08 @rolls=[6, 5], ...>
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# d.result.value # => 1
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# d.explain_result # => "[6+5] 11 Success"
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#
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class ComplexDie
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include GamesDice::ComplexDieHelpers
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# @!visibility private
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# arbitrary limit to speed up probability calculations. It should
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# be larger than anything seen in real-world tabletop games.
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MAX_REROLLS = 1000
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# Creates new instance of GamesDice::ComplexDie
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# @param [Integer] sides Number of sides on a single die, passed to GamesDice::Die's constructor
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# @param [Hash] options
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# @option options [Array<GamesDice::RerollRule,Array>] :rerolls The rules that cause the die to roll again
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# @option options [Array<GamesDice::MapRule,Array>] :maps The rules to convert a value into a final result for the die
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# @option options [#rand] :prng An alternative source of randomness to Ruby's built-in #rand, passed to GamesDice::Die's constructor
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# @return [GamesDice::ComplexDie]
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def initialize(sides, options = {})
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@basic_die = GamesDice::Die.new(sides, options[:prng])
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@rerolls = construct_rerolls(options[:rerolls])
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@maps = construct_maps(options[:maps])
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@total = nil
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@result = nil
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end
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# The simple component used by this complex one
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# @return [GamesDice::Die] Object used to make individual dice rolls for the complex die
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attr_reader :basic_die
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# @return [Array<GamesDice::RerollRule>, nil] Sequence of re-roll rules, or nil if re-rolls are not required.
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attr_reader :rerolls
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# @return [Array<GamesDice::MapRule>, nil] Sequence of map rules, or nil if mapping is not required.
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attr_reader :maps
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# @return [GamesDice::DieResult, nil] Result of last call to #roll, nil if no call made yet
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attr_reader :result
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# Whether or not #probabilities includes all possible outcomes.
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# True if all possible results are represented and assigned a probability. Dice with open-ended re-rolls
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# may have calculations cut short, and will result in a false value of this attribute. Even when this
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# attribute is false, probabilities should still be accurate to nearest 1e-9.
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# @return [Boolean, nil] Depending on completeness when generating #probabilities
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attr_reader :probabilities_complete
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# @!attribute [r] sides
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# @return [Integer] Number of sides.
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def sides
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@basic_die.sides
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end
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# @!attribute [r] explain_result
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# @return [String,nil] Explanation of result, or nil if no call to #roll yet.
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def explain_result
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@result.explain_value
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end
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# The minimum possible result from a call to #roll. This is not always the same as the theoretical
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# minimum, due to limits on the maximum number of rerolls.
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# @!attribute [r] min
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# @return [Integer]
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def min
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return @min_result if @min_result
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calc_minmax
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@min_result
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end
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# @!attribute [r] max
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# @return [Integer] Maximum possible result from a call to #roll
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def max
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return @max_result if @max_result
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calc_minmax
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@max_result
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end
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# Calculates the probability distribution for the die. For open-ended re-roll rules, there are some
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# arbitrary limits imposed to prevent large amounts of recursion. Probabilities should be to nearest
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# 1e-9 at worst.
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# @return [GamesDice::Probabilities] Probability distribution of die.
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def probabilities
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return @probabilities if @probabilities
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@probabilities_complete = true
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if @rerolls && @maps
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reroll_probs = recursive_probabilities
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prob_hash = {}
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reroll_probs.each do |v, p|
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add_mapped_to_prob_hash(prob_hash, v, p)
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end
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elsif @rerolls
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prob_hash = recursive_probabilities
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elsif @maps
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prob_hash = {}
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@basic_die.probabilities.each do |v, p|
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add_mapped_to_prob_hash(prob_hash, v, p)
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end
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else
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@probabilities = @basic_die.probabilities
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return @probabilities
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end
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@probabilities = GamesDice::Probabilities.from_h(prob_hash)
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end
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# Simulates rolling the die
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# @param [Symbol] reason Assign a reason for rolling the first die.
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# @return [GamesDice::DieResult] Detailed results from rolling the die, including resolution of rules.
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def roll(reason = :basic)
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@result = GamesDice::DieResult.new(@basic_die.roll, reason)
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roll_apply_rerolls
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roll_apply_maps
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@result
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end
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private
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def add_mapped_to_prob_hash(prob_hash, v, p)
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m, n = calc_maps(v)
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prob_hash[m] ||= 0.0
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prob_hash[m] += p
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end
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+
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def roll_apply_rerolls
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return unless @rerolls
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+
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subtracting = false
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rerolls_remaining = @rerolls.map(&:limit)
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loop do
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rule_idx = find_matching_reroll_rule(@basic_die.result, @result.rolls.length, rerolls_remaining)
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break unless rule_idx
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+
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rule = @rerolls[rule_idx]
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rerolls_remaining[rule_idx] -= 1
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subtracting = true if rule.type == :reroll_subtract
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roll_apply_reroll_rule rule, subtracting
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end
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end
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def roll_apply_reroll_rule(rule, is_subtracting)
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# Apply the rule (note reversal for additions, after a subtract)
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if is_subtracting && rule.type == :reroll_add
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@result.add_roll(@basic_die.roll, :reroll_subtract)
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else
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@result.add_roll(@basic_die.roll, rule.type)
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end
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end
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# Find which rule, if any, is being triggered
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def find_matching_reroll_rule(check_value, num_rolls, rerolls_remaining)
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@rerolls.zip(rerolls_remaining).find_index do |rule, remaining|
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next if rule.type == :reroll_subtract && num_rolls > 1
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|
+
|
180
|
+
remaining.positive? && rule.applies?(check_value)
|
181
|
+
end
|
182
|
+
end
|
183
|
+
|
184
|
+
def roll_apply_maps
|
185
|
+
return unless @maps
|
186
|
+
|
187
|
+
m, n = calc_maps(@result.value)
|
188
|
+
@result.apply_map(m, n)
|
189
|
+
end
|
190
|
+
|
191
|
+
def calc_minmax
|
192
|
+
@min_result = probabilities.min
|
193
|
+
@max_result = probabilities.max
|
194
|
+
return if @probabilities_complete
|
195
|
+
|
196
|
+
logical_min, logical_max = logical_minmax
|
197
|
+
@min_result, @max_result = [@min_result, @max_result, logical_min, logical_max].minmax
|
198
|
+
end
|
199
|
+
|
200
|
+
def construct_rerolls(rerolls_input)
|
201
|
+
check_and_construct rerolls_input, GamesDice::RerollRule, 'rerolls'
|
202
|
+
end
|
203
|
+
|
204
|
+
def construct_maps(maps_input)
|
205
|
+
check_and_construct maps_input, GamesDice::MapRule, 'maps'
|
206
|
+
end
|
207
|
+
|
208
|
+
def check_and_construct(input, klass, label)
|
209
|
+
return nil unless input
|
210
|
+
raise TypeError, "#{label} should be an Array, instead got #{input.inspect}" unless input.is_a?(Array)
|
211
|
+
|
212
|
+
input.map do |i|
|
213
|
+
case i
|
214
|
+
when Array then klass.new(*i)
|
215
|
+
when klass then i
|
216
|
+
else
|
217
|
+
raise TypeError, "items in #{label} should be #{klass.name} or Array, instead got #{i.inspect}"
|
218
|
+
end
|
219
|
+
end
|
220
|
+
end
|
221
|
+
|
222
|
+
def calc_maps(x)
|
223
|
+
y = 0
|
224
|
+
n = ''
|
225
|
+
@maps.find do |rule|
|
226
|
+
maybe_y = rule.map_from(x)
|
227
|
+
if maybe_y
|
228
|
+
y = maybe_y
|
229
|
+
n = rule.mapped_name
|
230
|
+
end
|
231
|
+
maybe_y
|
232
|
+
end
|
233
|
+
[y, n]
|
234
|
+
end
|
235
|
+
|
236
|
+
def minmax_mappings(possible_values)
|
237
|
+
possible_values.map do |x|
|
238
|
+
m, n = calc_maps(x)
|
239
|
+
m
|
240
|
+
end.minmax
|
241
|
+
end
|
242
|
+
|
243
|
+
# This isn't 100% accurate, but does cover most "normal" scenarios, and we're only falling back to it when we have to
|
244
|
+
# The inaccuracy is that min_result..max_result may contain 'holes' which have extreme map values that cannot actually
|
245
|
+
# occur. In practice it is likely a non-issue unless someone went out of their way to invent a dice scheme that broke it.
|
246
|
+
def logical_minmax
|
247
|
+
return @basic_die.minmax unless @rerolls || @maps
|
248
|
+
return minmax_mappings(@basic_die.all_values) unless @rerolls
|
249
|
+
|
250
|
+
min_result, max_result = logical_rerolls_minmax
|
251
|
+
return minmax_mappings((min_result..max_result)) if @maps
|
252
|
+
|
253
|
+
[min_result, max_result]
|
254
|
+
end
|
255
|
+
|
256
|
+
def logical_rerolls_minmax
|
257
|
+
min_result = @basic_die.min
|
258
|
+
max_result = @basic_die.max
|
259
|
+
min_subtract = find_minimum_possible_subtract
|
260
|
+
max_add = find_maximum_possible_adds
|
261
|
+
min_result = [min_subtract - max_add, min_subtract - max_result].min if min_subtract
|
262
|
+
[min_result, max_add + max_result]
|
263
|
+
end
|
264
|
+
|
265
|
+
def find_minimum_possible_subtract
|
266
|
+
min_subtract = nil
|
267
|
+
@rerolls.select { |r| r.type == :reroll_subtract }.each do |rule|
|
268
|
+
min_reroll = @basic_die.all_values.select { |v| rule.applies?(v) }.min
|
269
|
+
next unless min_reroll
|
270
|
+
|
271
|
+
min_subtract = [min_reroll, min_subtract].compact.min
|
272
|
+
end
|
273
|
+
min_subtract
|
274
|
+
end
|
275
|
+
|
276
|
+
def find_maximum_possible_adds
|
277
|
+
total_add = 0
|
278
|
+
@rerolls.select { |r| r.type == :reroll_add }.each do |rule|
|
279
|
+
max_reroll = @basic_die.all_values.select { |v| rule.applies?(v) }.max
|
280
|
+
next unless max_reroll
|
281
|
+
|
282
|
+
total_add += max_reroll * rule.limit
|
283
|
+
end
|
284
|
+
total_add
|
285
|
+
end
|
286
|
+
end
|
287
|
+
end
|