require_relative 'rolled_dice' require_relative 'weighted_table' # This class roll the dice. # # @author Cédric ZUGER class Hazard DICE_NAME_REGEXP = /(d|r|m|s)?(\d*)d(\d+)/.freeze # Regular entry point. This is where you will go when you call Hazard.d6 for instance. # # @param method_name [String] the description of the dice. See help for detail. # # @return [Object] if detail has been asked, it will return a [RolledDice] object, otherwise it will return an [Integer] containing the sum of the dice. def self.method_missing( method_name ) method_name = method_name.to_s if method_name =~ DICE_NAME_REGEXP roll_dice( method_name ) else super end end # From string entry point, in case you have your dice description in a database for instance. # # @param dice_string [String] the description of the dice. See help for detail. # # @return [Object] if detail has been asked, it will return a [RolledDice] object, otherwise it will return an [Integer] containing the sum of the dice. def self.from_string( dice_string ) roll_dice( dice_string ) end # Hook the method_missing def self.respond_to_missing?(method_name, include_private = false) method_name.to_s =~ DICE_NAME_REGEXP || super end # Roll a dice and return true if you rolled the highest number # # @param dice [Integer] the dice you want to roll. # # @return [Boolean] true if you scored the highest number, false otherwise. def self.lucky?( dice ) roll_dice( "d#{dice}" ) == dice end private # Roll dice according to method name # # @param method_name [String] the description of the dice. See help for detail. # # @return [Object] if detail has been asked, it will return a [RolledDice] object, otherwise it will return an [Integer] containing the sum of the dice. def self.roll_dice( method_name ) # Parse the method name to get how many dice and what size of dice was required dice_match = method_name.to_s.match DICE_NAME_REGEXP # Get the roll type roll_type = dice_match[1] splitted_result = true if roll_type == 's' # Get the type of dice dice_type = dice_match[3].to_i # Rolls the dice rolls = ( 1..dice_amount(dice_match) ).map{ Kernel.rand( 1..dice_type ) } # Unless splitted_result was requested, return the sum of the rolled dice return rolls.reduce(:+) unless splitted_result # Return a RolledDice otherwise RolledDice.new( rolls ) end def self.dice_amount( dice_match ) # Get the dice amount dice_amount = dice_match[2].to_i # If no amount is given then the amount is 1 dice_amount.zero? ? 1 : dice_amount end end