TheArtificer/src/solver/roller.ts

553 lines
20 KiB
TypeScript

import config from '../../config.ts';
import {
// Log4Deno deps
log,
LT,
} from '../../deps.ts';
import { RollConf, RollSet, RollType } from './solver.d.ts';
import { compareOrigidx, compareRolls, genRoll, loggingEnabled } from './rollUtils.ts';
// roll(rollStr, maximiseRoll, nominalRoll) returns RollSet
// roll parses and executes the rollStr, if needed it will also make the roll the maximum or average
export const roll = (rollStr: string, maximiseRoll: boolean, nominalRoll: boolean): RollSet[] => {
/* Roll Capabilities
* Deciphers and rolls a single dice roll set
*
* Check the README.md of this project for details on the roll options. I gave up trying to keep three places updated at once.
*/
// Make entire roll lowercase for ease of parsing
rollStr = rollStr.toLowerCase();
// Split the roll on the die size (and the drop if its there)
const dpts = rollStr.split('d');
// Initialize the configuration to store the parsed data
let rollType: RollType = 'roll20';
const rollConf: RollConf = {
dieCount: 0,
dieSize: 0,
drop: {
on: false,
count: 0,
},
keep: {
on: false,
count: 0,
},
dropHigh: {
on: false,
count: 0,
},
keepLow: {
on: false,
count: 0,
},
reroll: {
on: false,
once: false,
nums: <number[]> [],
},
critScore: {
on: false,
range: <number[]> [],
},
critFail: {
on: false,
range: <number[]> [],
},
exploding: {
on: false,
once: false,
nums: <number[]> [],
},
};
// If the dpts is not long enough, throw error
if (dpts.length < 2) {
throw new Error('YouNeedAD');
}
// Fill out the die count, first item will either be an int or empty string, short circuit execution will take care of replacing the empty string with a 1
const rawDC = dpts.shift() || '1';
const tempDC = rawDC.replace(/\D/g, '');
rollConf.dieCount = parseInt(tempDC);
// Finds the end of the die size/beginnning of the additional options
let afterDieIdx = dpts[0].search(/\D/);
if (afterDieIdx === -1) {
afterDieIdx = dpts[0].length;
}
// Rejoin all remaining parts
let remains = dpts.join('d');
// Get the die size out of the remains and into the rollConf
rollConf.dieSize = parseInt(remains.slice(0, afterDieIdx));
remains = remains.slice(afterDieIdx);
if (!rollConf.dieCount || !rollConf.dieSize) {
throw new Error('YouNeedAD');
}
// Manual Parsing for custom roll types
let manualParse = false;
if (rawDC.endsWith('cwo')) {
// CWOD dice parsing
rollType = 'cwod';
manualParse = true;
// Get CWOD parts, setting count and getting difficulty
const cwodParts = rollStr.split('cwod');
rollConf.dieCount = parseInt(cwodParts[0] || '1');
rollConf.dieSize = 10;
// Use critScore to set the difficulty
rollConf.critScore.on = true;
const difficulty = parseInt(cwodParts[1] || '10');
for (let i = difficulty; i <= rollConf.dieSize; i++) {
loggingEnabled && log(LT.LOG, `handling cwod ${rollStr} | Parsing difficulty ${i}`);
rollConf.critScore.range.push(i);
}
}
loggingEnabled && log(LT.LOG, `Handling roll20 ${rollStr} | Parsed Die Count: ${rollConf.dieCount}`);
loggingEnabled && log(LT.LOG, `Handling roll20 ${rollStr} | Parsed Die Size: ${rollConf.dieSize}`);
// Finish parsing the roll
if (!manualParse && remains.length > 0) {
// Determine if the first item is a drop, and if it is, add the d back in
if (remains.search(/\D/) !== 0 || remains.indexOf('l') === 0 || remains.indexOf('h') === 0) {
remains = `d${remains}`;
}
// Loop until all remaining args are parsed
while (remains.length > 0) {
loggingEnabled && log(LT.LOG, `handling roll20 ${rollStr} | Parsing remains ${remains}`);
// Find the next number in the remains to be able to cut out the rule name
let afterSepIdx = remains.search(/\d/);
if (afterSepIdx < 0) {
afterSepIdx = remains.length;
}
// Save the rule name to tSep and remove it from remains
const tSep = remains.slice(0, afterSepIdx);
remains = remains.slice(afterSepIdx);
// Find the next non-number in the remains to be able to cut out the count/num
let afterNumIdx = remains.search(/\D/);
if (afterNumIdx < 0) {
afterNumIdx = remains.length;
}
// Save the count/num to tNum leaving it in remains for the time being
const tNum = parseInt(remains.slice(0, afterNumIdx));
// Switch on rule name
switch (tSep) {
case 'dl':
case 'd':
// Configure Drop (Lowest)
rollConf.drop.on = true;
rollConf.drop.count = tNum;
break;
case 'kh':
case 'k':
// Configure Keep (Highest)
rollConf.keep.on = true;
rollConf.keep.count = tNum;
break;
case 'dh':
// Configure Drop (Highest)
rollConf.dropHigh.on = true;
rollConf.dropHigh.count = tNum;
break;
case 'kl':
// Configure Keep (Lowest)
rollConf.keepLow.on = true;
rollConf.keepLow.count = tNum;
break;
case 'ro':
case 'ro=':
rollConf.reroll.once = true;
// falls through as ro/ro= functions the same as r/r= in this context
case 'r':
case 'r=':
// Configure Reroll (this can happen multiple times)
rollConf.reroll.on = true;
rollConf.reroll.nums.push(tNum);
break;
case 'ro>':
rollConf.reroll.once = true;
// falls through as ro> functions the same as r> in this context
case 'r>':
// Configure reroll for all numbers greater than or equal to tNum (this could happen multiple times, but why)
rollConf.reroll.on = true;
for (let i = tNum; i <= rollConf.dieSize; i++) {
loggingEnabled && log(LT.LOG, `handling roll20 ${rollStr} | Parsing r> ${i}`);
rollConf.reroll.nums.push(i);
}
break;
case 'ro<':
rollConf.reroll.once = true;
// falls through as ro< functions the same as r< in this context
case 'r<':
// Configure reroll for all numbers less than or equal to tNum (this could happen multiple times, but why)
rollConf.reroll.on = true;
for (let i = 1; i <= tNum; i++) {
loggingEnabled && log(LT.LOG, `handling roll20 ${rollStr} | Parsing r< ${i}`);
rollConf.reroll.nums.push(i);
}
break;
case 'cs':
case 'cs=':
// Configure CritScore for one number (this can happen multiple times)
rollConf.critScore.on = true;
rollConf.critScore.range.push(tNum);
break;
case 'cs>':
// Configure CritScore for all numbers greater than or equal to tNum (this could happen multiple times, but why)
rollConf.critScore.on = true;
for (let i = tNum; i <= rollConf.dieSize; i++) {
loggingEnabled && log(LT.LOG, `handling roll20 ${rollStr} | Parsing cs> ${i}`);
rollConf.critScore.range.push(i);
}
break;
case 'cs<':
// Configure CritScore for all numbers less than or equal to tNum (this could happen multiple times, but why)
rollConf.critScore.on = true;
for (let i = 0; i <= tNum; i++) {
loggingEnabled && log(LT.LOG, `handling roll20 ${rollStr} | Parsing cs< ${i}`);
rollConf.critScore.range.push(i);
}
break;
case 'cf':
case 'cf=':
// Configure CritFail for one number (this can happen multiple times)
rollConf.critFail.on = true;
rollConf.critFail.range.push(tNum);
break;
case 'cf>':
// Configure CritFail for all numbers greater than or equal to tNum (this could happen multiple times, but why)
rollConf.critFail.on = true;
for (let i = tNum; i <= rollConf.dieSize; i++) {
loggingEnabled && log(LT.LOG, `handling roll20 ${rollStr} | Parsing cf> ${i}`);
rollConf.critFail.range.push(i);
}
break;
case 'cf<':
// Configure CritFail for all numbers less than or equal to tNum (this could happen multiple times, but why)
rollConf.critFail.on = true;
for (let i = 0; i <= tNum; i++) {
loggingEnabled && log(LT.LOG, `handling roll20 ${rollStr} | Parsing cf< ${i}`);
rollConf.critFail.range.push(i);
}
break;
case '!o':
rollConf.exploding.once = true;
// falls through as !o functions the same as ! in this context
case '!':
// Configure Exploding
rollConf.exploding.on = true;
if (afterNumIdx > 0) {
// User gave a number to explode on, save it
rollConf.exploding.nums.push(tNum);
} else {
// User did not give number, use cs
afterNumIdx = 1;
}
break;
case '!o=':
rollConf.exploding.once = true;
// falls through as !o= functions the same as != in this context
case '!=':
// Configure Exploding (this can happen multiple times)
rollConf.exploding.on = true;
rollConf.exploding.nums.push(tNum);
break;
case '!o>':
rollConf.exploding.once = true;
// falls through as !o> functions the same as !> in this context
case '!>':
// Configure Exploding for all numbers greater than or equal to tNum (this could happen multiple times, but why)
rollConf.exploding.on = true;
for (let i = tNum; i <= rollConf.dieSize; i++) {
loggingEnabled && log(LT.LOG, `handling roll20 ${rollStr} | Parsing !> ${i}`);
rollConf.exploding.nums.push(i);
}
break;
case '!o<':
rollConf.exploding.once = true;
// falls through as !o< functions the same as !< in this context
case '!<':
// Configure Exploding for all numbers less than or equal to tNum (this could happen multiple times, but why)
rollConf.exploding.on = true;
for (let i = 1; i <= tNum; i++) {
loggingEnabled && log(LT.LOG, `handling roll20 ${rollStr} | Parsing !< ${i}`);
rollConf.exploding.nums.push(i);
}
break;
default:
// Throw error immediately if unknown op is encountered
throw new Error(`UnknownOperation_${tSep}`);
}
// Finally slice off everything else parsed this loop
remains = remains.slice(afterNumIdx);
}
}
// Verify the parse, throwing errors for every invalid config
if (rollConf.dieCount < 0) {
throw new Error('NoZerosAllowed_base');
}
if (rollConf.dieCount === 0 || rollConf.dieSize === 0) {
throw new Error('NoZerosAllowed_base');
}
// Since only one drop or keep option can be active, count how many are active to throw the right error
let dkdkCnt = 0;
[rollConf.drop.on, rollConf.keep.on, rollConf.dropHigh.on, rollConf.keepLow.on].forEach((e) => {
loggingEnabled && log(LT.LOG, `handling roll20 ${rollStr} | Checking if drop/keep is on ${e}`);
if (e) {
dkdkCnt++;
}
});
if (dkdkCnt > 1) {
throw new Error('FormattingError_dk');
}
if (rollConf.drop.on && rollConf.drop.count === 0) {
throw new Error('NoZerosAllowed_drop');
}
if (rollConf.keep.on && rollConf.keep.count === 0) {
throw new Error('NoZerosAllowed_keep');
}
if (rollConf.dropHigh.on && rollConf.dropHigh.count === 0) {
throw new Error('NoZerosAllowed_dropHigh');
}
if (rollConf.keepLow.on && rollConf.keepLow.count === 0) {
throw new Error('NoZerosAllowed_keepLow');
}
if (rollConf.reroll.on && rollConf.reroll.nums.indexOf(0) >= 0) {
throw new Error('NoZerosAllowed_reroll');
}
// Roll the roll
const rollSet = [];
/* Roll will contain objects of the following format:
* {
* origidx: 0,
* roll: 0,
* dropped: false,
* rerolled: false,
* exploding: false,
* critHit: false,
* critFail: false
* }
*
* Each of these is defined as following:
* {
* origidx: The original index of the roll
* roll: The resulting roll on this die in the set
* dropped: This die is to be dropped as it was one of the dy lowest dice
* rerolled: This die has been rerolled as it matched rz, it is replaced by the very next die in the set
* exploding: This die was rolled as the previous die exploded (was a crit hit)
* critHit: This die matched csq[-u], max die value used if cs not used
* critFail: This die rolled a nat 1, a critical failure
* }
*/
// Initialize a templet rollSet to copy multiple times
const templateRoll: RollSet = {
type: rollType,
origidx: 0,
roll: 0,
dropped: false,
rerolled: false,
exploding: false,
critHit: false,
critFail: false,
};
// Begin counting the number of loops to prevent from getting into an infinite loop
let loopCount = 0;
// Initial rolling, not handling reroll or exploding here
for (let i = 0; i < rollConf.dieCount; i++) {
loggingEnabled && log(LT.LOG, `handling roll20 ${rollStr} | Initial rolling ${i} of ${JSON.stringify(rollConf)}`);
// If loopCount gets too high, stop trying to calculate infinity
if (loopCount > config.limits.maxLoops) {
throw new Error('MaxLoopsExceeded');
}
// Copy the template to fill out for this iteration
const rolling = JSON.parse(JSON.stringify(templateRoll));
// If maximiseRoll is on, set the roll to the dieSize, else if nominalRoll is on, set the roll to the average roll of dieSize, else generate a new random roll
rolling.roll = genRoll(rollConf.dieSize, maximiseRoll, nominalRoll);
// Set origidx of roll
rolling.origidx = i;
// If critScore arg is on, check if the roll should be a crit, if its off, check if the roll matches the die size
if (rollConf.critScore.on && rollConf.critScore.range.indexOf(rolling.roll) >= 0) {
rolling.critHit = true;
} else if (!rollConf.critScore.on) {
rolling.critHit = rolling.roll === rollConf.dieSize;
}
// If critFail arg is on, check if the roll should be a fail, if its off, check if the roll matches 1
if (rollConf.critFail.on && rollConf.critFail.range.indexOf(rolling.roll) >= 0) {
rolling.critFail = true;
} else if (!rollConf.critFail.on) {
rolling.critFail = rolling.roll === 1;
}
// Push the newly created roll and loop again
rollSet.push(rolling);
loopCount++;
}
// If needed, handle rerolling and exploding dice now
if (rollConf.reroll.on || rollConf.exploding.on) {
for (let i = 0; i < rollSet.length; i++) {
loggingEnabled && log(LT.LOG, `handling roll20 ${rollStr} | Handling rerolling and exploding ${JSON.stringify(rollSet[i])}`);
// If loopCount gets too high, stop trying to calculate infinity
if (loopCount > config.limits.maxLoops) {
throw new Error('MaxLoopsExceeded');
}
// If we need to reroll this roll, flag its been replaced and...
// This big boolean statement first checks if reroll is on, if the roll is within the reroll range, and finally if ro is ON, make sure we haven't already rerolled the roll
if (rollConf.reroll.on && rollConf.reroll.nums.indexOf(rollSet[i].roll) >= 0 && (!rollConf.reroll.once || !rollSet[i ? (i - 1) : i].rerolled)) {
rollSet[i].rerolled = true;
// Copy the template to fill out for this iteration
const newReroll = JSON.parse(JSON.stringify(templateRoll));
// If maximiseRoll is on, set the roll to the dieSize, else if nominalRoll is on, set the roll to the average roll of dieSize, else generate a new random roll
newReroll.roll = genRoll(rollConf.dieSize, maximiseRoll, nominalRoll);
// If critScore arg is on, check if the roll should be a crit, if its off, check if the roll matches the die size
if (rollConf.critScore.on && rollConf.critScore.range.indexOf(newReroll.roll) >= 0) {
newReroll.critHit = true;
} else if (!rollConf.critScore.on) {
newReroll.critHit = newReroll.roll === rollConf.dieSize;
}
// If critFail arg is on, check if the roll should be a fail, if its off, check if the roll matches 1
if (rollConf.critFail.on && rollConf.critFail.range.indexOf(newReroll.roll) >= 0) {
newReroll.critFail = true;
} else if (!rollConf.critFail.on) {
newReroll.critFail = newReroll.roll === 1;
}
// Slot this new roll in after the current iteration so it can be processed in the next loop
rollSet.splice(i + 1, 0, newReroll);
} else if (
rollConf.exploding.on && !rollSet[i].rerolled && (rollConf.exploding.nums.length ? rollConf.exploding.nums.indexOf(rollSet[i].roll) >= 0 : rollSet[i].critHit) &&
(!rollConf.exploding.once || !rollSet[i].exploding)
) {
// If we have exploding.nums set, use those to determine the exploding range, and make sure if !o is on, make sure we don't repeatedly explode
// If it exploded, we keep both, so no flags need to be set
// Copy the template to fill out for this iteration
const newExplodingRoll = JSON.parse(JSON.stringify(templateRoll));
// If maximiseRoll is on, set the roll to the dieSize, else if nominalRoll is on, set the roll to the average roll of dieSize, else generate a new random roll
newExplodingRoll.roll = genRoll(rollConf.dieSize, maximiseRoll, nominalRoll);
// Always mark this roll as exploding
newExplodingRoll.exploding = true;
// If critScore arg is on, check if the roll should be a crit, if its off, check if the roll matches the die size
if (rollConf.critScore.on && rollConf.critScore.range.indexOf(newExplodingRoll.roll) >= 0) {
newExplodingRoll.critHit = true;
} else if (!rollConf.critScore.on) {
newExplodingRoll.critHit = newExplodingRoll.roll === rollConf.dieSize;
}
// If critFail arg is on, check if the roll should be a fail, if its off, check if the roll matches 1
if (rollConf.critFail.on && rollConf.critFail.range.indexOf(newExplodingRoll.roll) >= 0) {
newExplodingRoll.critFail = true;
} else if (!rollConf.critFail.on) {
newExplodingRoll.critFail = newExplodingRoll.roll === 1;
}
// Slot this new roll in after the current iteration so it can be processed in the next loop
rollSet.splice(i + 1, 0, newExplodingRoll);
}
loopCount++;
}
}
// If we need to handle the drop/keep flags
if (dkdkCnt > 0) {
// Count how many rerolled dice there are if the reroll flag was on
let rerollCount = 0;
if (rollConf.reroll.on) {
for (let j = 0; j < rollSet.length; j++) {
// If loopCount gets too high, stop trying to calculate infinity
if (loopCount > config.limits.maxLoops) {
throw new Error('MaxLoopsExceeded');
}
loggingEnabled && log(LT.LOG, `handling roll20 ${rollStr} | Setting originalIdx on ${JSON.stringify(rollSet[j])}`);
rollSet[j].origidx = j;
if (rollSet[j].rerolled) {
rerollCount++;
}
loopCount++;
}
}
// Order the rolls from least to greatest (by RollSet.roll)
rollSet.sort(compareRolls);
// Determine how many valid rolls there are to drop from (may not be equal to dieCount due to exploding)
const validRolls = rollSet.length - rerollCount;
let dropCount = 0;
// For normal drop and keep, simple subtraction is enough to determine how many to drop
// Protections are in to prevent the dropCount from going below 0 or more than the valid rolls to drop
if (rollConf.drop.on) {
dropCount = rollConf.drop.count;
if (dropCount > validRolls) {
dropCount = validRolls;
}
} else if (rollConf.keep.on) {
dropCount = validRolls - rollConf.keep.count;
if (dropCount < 0) {
dropCount = 0;
}
} // For inverted drop and keep, order must be flipped to greatest to least before the simple subtraction can determine how many to drop
// Protections are in to prevent the dropCount from going below 0 or more than the valid rolls to drop
else if (rollConf.dropHigh.on) {
rollSet.reverse();
dropCount = rollConf.dropHigh.count;
if (dropCount > validRolls) {
dropCount = validRolls;
}
} else if (rollConf.keepLow.on) {
rollSet.reverse();
dropCount = validRolls - rollConf.keepLow.count;
if (dropCount < 0) {
dropCount = 0;
}
}
// Now its time to drop all dice needed
let i = 0;
while (dropCount > 0 && i < rollSet.length) {
// If loopCount gets too high, stop trying to calculate infinity
if (loopCount > config.limits.maxLoops) {
throw new Error('MaxLoopsExceeded');
}
loggingEnabled && log(LT.LOG, `handling roll20 ${rollStr} | Dropping dice ${dropCount} ${JSON.stringify(rollSet[i])}`);
// Skip all rolls that were rerolled
if (!rollSet[i].rerolled) {
rollSet[i].dropped = true;
dropCount--;
}
i++;
loopCount++;
}
// Finally, return the rollSet to its original order
rollSet.sort(compareOrigidx);
}
return rollSet;
};