# 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 GamesDice::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 = options[:name].to_s @ndice = Integer(options[:ndice]) raise ArgumentError, ":ndice must be 1 or more, but got #{@ndice}" unless @ndice > 0 @sides = Integer(options[:sides]) raise ArgumentError, ":sides must be 1 or more, but got #{@sides}" unless @sides > 0 attr = Hash.new if options[:prng] # We deliberately do not clone this object, it will often be intended that it is shared prng = options[:prng] raise ":prng does not support the rand() method" if ! prng.respond_to?(:rand) end needs_complex_die = false if options[:rerolls] needs_complex_die = true attr[:rerolls] = options[:rerolls].clone end if options[:maps] needs_complex_die = true attr[:maps] = options[:maps].clone end if needs_complex_die attr[:prng] = prng @single_die = GamesDice::ComplexDie.new( @sides, attr ) else @single_die = GamesDice::Die.new( @sides, prng ) end case options[:keep_mode] when nil then @keep_mode = nil when :keep_best then @keep_mode = :keep_best @keep_number = Integer(options[:keep_number] || 1) when :keep_worst then @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 # 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 != '' return @ndice.to_s + 'd' + @sides.to_s 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?(Fixnum) ? 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 return 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 return 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_complete = true if @keep_mode && @ndice > @keep_number single_roll_probs = @single_die.probabilities.to_h preadd_probs = {} single_roll_probs.each { |k,v| preadd_probs[k.to_s] = v } (@keep_number-1).times do preadd_probs = prob_accumulate_combinations preadd_probs, single_roll_probs end extra_dice = @ndice - @keep_number extra_dice.times do preadd_probs = prob_accumulate_combinations preadd_probs, single_roll_probs, @keep_mode end combined_probs = {} preadd_probs.each do |k,v| total = k.split(';').map { |s| s.to_i }.inject(:+) combined_probs[total] ||= 0.0 combined_probs[total] += v end @probabilities = GamesDice::Probabilities.from_h( combined_probs ) else @probabilities = GamesDice::Probabilities.repeat_distribution( @single_die.probabilities, @ndice ) end return @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 if ! @keep_mode return @result end use_dice = if @keep_mode && @keep_number < @ndice case @keep_mode when :keep_best then @raw_result_details.sort[-@keep_number..-1] 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 { |die_result| die_result.total } case @keep_mode when :keep_best then used_dice = full_dice[-@keep_number..-1] unused_dice = full_dice[0..full_dice.length-1-@keep_number] when :keep_worst then 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 do |die_result| die_result.explain_value end.join(', ') if @keep_mode separator = @single_die.maps ? ', ' : ' + ' explanation += ". Keep: " + used_dice.map do |die_result| die_result.explain_total end.join( separator ) end if @single_die.maps explanation += ". Successes: #{@result}" end explanation += " = #{@result}" if @keep_mode && ! @single_die.maps && @keep_number > 1 else explanation += used_dice.map do |die_result| die_result.explain_value end.join(' + ') explanation += " = #{@result}" if @ndice > 1 end explanation end private # combines two sets of probabilities, as above, except tracking unique permutations def prob_accumulate_combinations so_far, die_probs, keep_rule = nil accumulator = Hash.new accumulator.default = 0.0 so_far.each do |sig,p1| combo = sig.split(';').map { |s| s.to_i } case keep_rule when nil then die_probs.each do |v2,p2| new_sig = (combo + [v2]).sort!.join(';') p3 = p1 * p2 accumulator[new_sig] += p3 end when :keep_best then need_more_than = combo.min len = combo.size die_probs.each do |v2,p2| if v2 > need_more_than new_sig = (combo + [v2]).sort![1,len].join(';') else new_sig = sig end p3 = p1 * p2 accumulator[new_sig] += p3 end when :keep_worst then need_less_than = combo.max len = combo.size die_probs.each do |v2,p2| if v2 < need_less_than new_sig = (combo + [v2]).sort![0,len].join(';') else new_sig = sig end p3 = p1 * p2 accumulator[new_sig] += p3 end end end accumulator end end # class Bunch