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Contrib: Dice-roller module. This has an easy interface and supports normal dice nomenclature as well as modifiers and conditionals. An in-game command "dice" (or "roll") is also supplied.
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contrib/dice.py
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contrib/dice.py
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"""
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Dice - rolls dice for roleplaying, in-game gambling or GM:ing
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Evennia contribution - Griatch 2012
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This module implements a full-fledge dice-roller and a 'dice' command to
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go with it. It uses standard RPG 'd'-syntax (e.g. 2d6 to roll two
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six-sided die) and also supports modifiers such as 3d6 + 5.
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One can also specify a standard Python operator in order to specify
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eventual target numbers and get results in a fair and guaranteed
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unbiased way. For example a GM could (using the dice command) from
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the start define the roll as 2d6 < 8 to show that a roll below 8 is
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required to succeed. The command will normally echo this result to all
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parties (although it also has options for hidden and secret rolls).
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Installation:
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To use in your code, just import the roll_dice function from this module.
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To use the dice/roll command, just import this module in your custom
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cmdset module and add the following line to the end of OOCCmdSet's
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at_cmdset_creation():
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self.add(dice.CmdDice())
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After a reload the dice (or roll) command will be available in-game.
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"""
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import re
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from random import randint
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from ev import default_cmds
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def roll_dice(dicenum, dicetype, modifier=None, conditional=None, return_tuple=False):
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"""
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This is a standard dice roller.
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Input:
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dicenum - number of dice to roll (the result to be added)
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dicetype - number of sides of the dice to be rolled
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modifier - tuple (operator, value), where operator is a character string with one of +,-,/ or *. The
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entire result of the dice rolls will be modified by this value.
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conditional - tuple (conditional, value), where conditional is a character string with one of ==,<,>,>=,<= or !=.
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return_tuple - return result as a tuple containing all relevant info
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return_tuple - (default False) - return a tuple with all individual roll results
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All input numbers are converted to integers.
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Returns:
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normally returns the result
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if return_tuple=True, returns a tuple (result, outcome, diff, rolls)
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In this tuple, outcome and diff will be None if conditional is not set. rolls is itself
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a tuple holding all the individual rolls in the case of multiple die-rolls.
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Raises:
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TypeError if non-supported modifiers or conditionals are given.
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"""
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dicenum = int(dicenum)
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dicetype = int(dicetype)
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# roll all dice, remembering each roll
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rolls= tuple([randint(1, dicetype) for roll in range(dicenum)])
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result = sum(rolls)
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if modifier:
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# make sure to check types well before eval
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mod, modvalue = modifier
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if not mod in ('+', '-', '*', '/'):
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raise TypeError("Non-supported dice modifier: %s" % mod)
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modvalue = int(modvalue) # for safety
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result = eval("%s %s %s" % (result, mod, modvalue))
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outcome, diff = None, None
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if conditional:
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# make sure to check types well before eval
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cond, condvalue = conditional
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if not cond in ('>', '<', '>=', '<=', '!=', '=='):
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raise TypeError("Non-supported dice result conditional: %s" % conditional)
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condvalue = int(condvalue) # for safety
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outcome = eval("%s %s %s" % (result, cond, condvalue)) # gives True/False
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diff = abs(result - condvalue)
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if return_tuple:
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return (result, outcome, diff, rolls)
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else:
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return result
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RE_PARTS = re.compile(r"(d|\+|-|/|\*|<|>|<=|>=|!=|==)")
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RE_MOD = re.compile(r"(\+|-|/|\*)")
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RE_COND = re.compile(r"(<|>|<=|>=|!=|==)")
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class CmdDice(default_cmds.MuxCommand):
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"""
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roll a dice
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Usage:
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dice[/switch] <nr>d<sides> [modifier] [success condition]
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Switch:
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hidden - tell the room the roll is being done, but don't show the result
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secret - don't inform the room about neither roll nor result
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Examples:
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dice 3d6 + 4
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dice 1d100 - 2 < 50
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This will roll the given number of dice with given sides and modifiers. So e.g. 2d6 + 3
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means to 'roll a 6-sided die 2 times and add the result, then add 3 to the total'.
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Accepted modifiers are +, -, * and /.
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A success condition is given as normal Python conditionals (<,>,<=,>=,==,!=).
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So e.g. 2d6 + 3 > 10 means that the roll will succeed only if the final result is above 8.
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If a success condition is given, the outcome (pass/fail) will be echoed along with how
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much it succeeded/failed with. The hidden/secret switches will hide all or parts of the roll
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from everyone but the person rolling.
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"""
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key = "dice"
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aliases = ["roll"]
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locks = "cmd:all()"
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def func(self):
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"Mostly parsing for calling the dice roller function"
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if not self.args:
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self.caller.msg("Usage: @dice <nr>d<sides> [modifier] [conditional]")
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return
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argstring = "".join(str(arg) for arg in self.args)
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parts = RE_PARTS.split(self.args)
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lparts = len(parts)
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ndice = 0
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nsides = 0
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modifier = None
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conditional = None
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if lparts < 3 or parts[1] != 'd':
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self.caller.msg("You must specify the die roll(s) as <nr>d<sides>. So 2d6 means rolling a 6-sided die 2 times.")
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return
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ndice, nsides = parts[0], parts[2]
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if lparts == 3:
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# just something like 1d6
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pass
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elif lparts == 5:
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# either e.g. 1d6 + 3 or something like 1d6 > 3
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if parts[3] in ('+','-','*','/'):
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modifier = (parts[3], parts[4])
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else: #assume it is a conditional
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conditional = (parts[3], parts[4])
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elif lparts == 7:
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# the whole sequence, e.g. 1d6 + 3 > 5
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modifier = (parts[3], parts[4])
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conditional = (parts[5], parts[6])
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else:
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# error
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self.caller.msg("You must specify a valid die roll")
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return
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# do the roll
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try:
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result, outcome, diff, rolls = roll_dice(ndice, nsides, modifier=modifier, conditional=conditional, return_tuple=True)
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except ValueError:
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self.caller.msg("You need to enter valid integer numbers, modifiers and operators. {w%s{n was not understood." % self.args)
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return
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# format output
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if len(rolls) > 1:
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rolls = ", ".join(str(roll) for roll in rolls[:-1]) + " and " + str(rolls[-1])
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else:
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rolls = rolls[0]
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if outcome == None:
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outcomestring = ""
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elif outcome:
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outcomestring = " This is a {gsuccess{n (by %s)." % diff
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else:
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outcomestring = " This is a {rfailure{n (by %s)." % diff
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yourollstring = "You roll %s%s."
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roomrollstring = "%s rolls %s%s."
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resultstring = " Roll(s): %s. Total result is {w%s{n."
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if 'secret' in self.switches:
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# don't echo to the room at all
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string = yourollstring % (argstring, " (secret, not echoed)")
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string += "\n" + resultstring % (rolls, result)
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string += outcomestring + " (not echoed)"
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self.caller.msg(string)
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elif 'hidden' in self.switches:
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# announce the roll to the room, result only to caller
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string = yourollstring % (argstring, " (hidden)")
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self.caller.msg(string)
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string = roomrollstring % (self.caller.key, argstring, " (hidden)")
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self.caller.location.msg_contents(string, exclude=self.caller)
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# handle result
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string = resultstring % (rolls, result)
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string += outcomestring + " (not echoed)"
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self.caller.msg(string)
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else:
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# normal roll
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string = yourollstring % (argstring, "")
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self.caller.msg(string)
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string = roomrollstring % (self.caller.key, argstring, "")
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self.caller.location.msg_contents(string, exclude=self.caller)
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string = resultstring % (rolls, result)
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string += outcomestring
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self.caller.location.msg_contents(string)
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