# frozen_string_literal: true module GamesDice # This class models a number of identical dice, which may be either GamesDice::Die or # GamesDice::ComplexDie objects. # # An object of this class represents a fixed number of indentical dice that may be rolled and their # values summed to make a total for the bunch. # # @example The ubiquitous '3d6' # d = GamesDice::Bunch.new( :ndice => 3, :sides => 6 ) # d.roll # => 14 # d.result # => 14 # d.explain_result # => "2 + 6 + 6 = 14" # d.max # => 18 # # @example Roll 5d10, and keep the best 2 # d = GamesDice::Bunch.new( :ndice => 5, :sides => 10 , :keep_mode => :keep_best, :keep_number => 2 ) # d.roll # => 18 # d.result # => 18 # d.explain_result # => "4, 9, 2, 9, 1. Keep: 9 + 9 = 18" # class Bunch # The constructor accepts parameters that are suitable for either GamesDice::Die or GamesDice::ComplexDie # and decides which of those classes to instantiate. # @param [Hash] options # @option options [Integer] :ndice Number of dice in the bunch, *mandatory* # @option options [Integer] :sides Number of sides on a single die in the bunch, *mandatory* # @option options [String] :name Optional name for the bunch # @option options [Array] :rerolls Optional rules that cause the die to roll again # @option options [Array] :maps Optional rules to convert a value into a final result for the die # @option options [#rand] :prng Optional alternative source of randomness to Ruby's built-in #rand, passed to GamesDice::Die's constructor # @option options [Symbol] :keep_mode Optional, either *:keep_best* or *:keep_worst* # @option options [Integer] :keep_number Optional number of dice to keep when :keep_mode is not nil # @return [GamesDice::Bunch] def initialize(options) name_number_sides_from_hash(options) keep_mode_from_hash(options) raise ':prng does not support the rand() method' if options[:prng] && !options[:prng].respond_to?(:rand) @single_die = if options[:rerolls] || options[:maps] GamesDice::ComplexDie.new(@sides, complex_die_params_from_hash(options)) else GamesDice::Die.new(@sides, options[:prng]) end end # Name to help identify bunch # @return [String] attr_reader :name # Number of dice to roll # @return [Integer] attr_reader :ndice # Individual die from the bunch # @return [GamesDice::Die,GamesDice::ComplexDie] attr_reader :single_die # Can be nil, :keep_best or :keep_worst # @return [Symbol,nil] attr_reader :keep_mode # Number of "best" or "worst" results to select when #keep_mode is not nil. # @return [Integer,nil] attr_reader :keep_number # Result of most-recent roll, or nil if no roll made yet. # @return [Integer,nil] attr_reader :result # @!attribute [r] label # Description that will be used in explanations with more than one bunch # @return [String] def label return @name if @name != '' "#{@ndice}d#{@sides}" end # @!attribute [r] rerolls # Sequence of re-roll rules, or nil if re-rolls are not required. # @return [Array, nil] def rerolls @single_die.rerolls end # @!attribute [r] maps # Sequence of map rules, or nil if mapping is not required. # @return [Array, nil] def maps @single_die.maps end # @!attribute [r] result_details # After calling #roll, this is an array of GamesDice::DieResult objects. There is one from each #single_die rolled, # allowing inspection of how the result was obtained. # @return [Array, nil] Sequence of GamesDice::DieResult objects. def result_details return nil unless @raw_result_details @raw_result_details.map { |r| r.is_a?(Integer) ? GamesDice::DieResult.new(r) : r } end # @!attribute [r] min # Minimum possible result from a call to #roll # @return [Integer] def min n = @keep_mode ? [@keep_number, @ndice].min : @ndice n * @single_die.min end # @!attribute [r] max # Maximum possible result from a call to #roll # @return [Integer] def max n = @keep_mode ? [@keep_number, @ndice].min : @ndice n * @single_die.max end # Calculates the probability distribution for the bunch. When the bunch is composed of dice with # open-ended re-roll rules, there are some arbitrary limits imposed to prevent large amounts of # recursion. # @return [GamesDice::Probabilities] Probability distribution of bunch. def probabilities return @probabilities if @probabilities @probabilities = if @keep_mode && @ndice > @keep_number @single_die.probabilities.repeat_n_sum_k(@ndice, @keep_number, @keep_mode) else @single_die.probabilities.repeat_sum(@ndice) end @probabilities end # Simulates rolling the bunch of identical dice # @return [Integer] Sum of all rolled dice, or sum of all keepers def roll @result = 0 @raw_result_details = [] @ndice.times do @result += @single_die.roll @raw_result_details << @single_die.result end return @result unless @keep_mode use_dice = if @keep_mode && @keep_number < @ndice case @keep_mode when :keep_best then @raw_result_details.sort[-@keep_number..] when :keep_worst then @raw_result_details.sort[0..(@keep_number - 1)] end else @raw_result_details end @result = use_dice.inject(0) { |so_far, die_result| so_far + die_result } end # @!attribute [r] explain_result # Explanation of result, or nil if no call to #roll yet. # @return [String,nil] def explain_result return nil unless @result explanation = '' # With #keep_mode, we may need to show unused and used dice separately used_dice = result_details unused_dice = [] # Pick highest numbers and their associated details if @keep_mode && @keep_number < @ndice full_dice = result_details.sort_by(&:total) case @keep_mode when :keep_best used_dice = full_dice[-@keep_number..] unused_dice = full_dice[0..full_dice.length - 1 - @keep_number] when :keep_worst used_dice = full_dice[0..(@keep_number - 1)] unused_dice = full_dice[@keep_number..(full_dice.length - 1)] end end # Show unused dice (if any) if @keep_mode || @single_die.maps explanation += result_details.map(&:explain_value).join(', ') if @keep_mode separator = @single_die.maps ? ', ' : ' + ' explanation += ". Keep: #{used_dice.map(&:explain_total).join(separator)}" end explanation += ". Successes: #{@result}" if @single_die.maps explanation += " = #{@result}" if @keep_mode && !@single_die.maps && @keep_number > 1 else explanation += used_dice.map(&:explain_value).join(' + ') explanation += " = #{@result}" if @ndice > 1 end explanation end private def name_number_sides_from_hash(options) @name = options[:name].to_s @ndice = Integer(options[:ndice]) raise ArgumentError, ":ndice must be 1 or more, but got #{@ndice}" unless @ndice.positive? @sides = Integer(options[:sides]) raise ArgumentError, ":sides must be 1 or more, but got #{@sides}" unless @sides.positive? end def keep_mode_from_hash(options) case options[:keep_mode] when nil @keep_mode = nil when :keep_best @keep_mode = :keep_best @keep_number = Integer(options[:keep_number] || 1) when :keep_worst @keep_mode = :keep_worst @keep_number = Integer(options[:keep_number] || 1) else raise ArgumentError, ":keep_mode can be nil, :keep_best or :keep_worst. Got #{options[:keep_mode].inspect}" end end def complex_die_params_from_hash(options) cd_hash = {} %i[maps rerolls].each do |k| cd_hash[k] = options[k].clone if options[k] end # We deliberately do not clone this object, it will often be intended that it is shared cd_hash[:prng] = options[:prng] cd_hash end end end