oddluck-limnoria-plugins/Dice/sevenSea2EdRaiseRoller.py
2020-06-30 22:03:05 +00:00

287 lines
9.7 KiB
Python

###
# Copyright (c) 2018, Anatoly Popov
# Copyright (c) 2018, Andrey Rahmatullin
# Copyright (c) 2020, oddluck <oddluck@riseup.net>
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are met:
#
# * Redistributions of source code must retain the above copyright notice,
# this list of conditions, and the following disclaimer.
# * Redistributions in binary form must reproduce the above copyright notice,
# this list of conditions, and the following disclaimer in the
# documentation and/or other materials provided with the distribution.
# * Neither the name of the author of this software nor the name of
# contributors to this software may be used to endorse or promote products
# derived from this software without specific prior written consent.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
# AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
# IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
# ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
# LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
# CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
# SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
# INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
# CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
# ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
# POSSIBILITY OF SUCH DAMAGE.
###
import random
import pytest
from collections import defaultdict
class RollResult:
def __init__(self, result, lash_count=0, joie_de_vivre_target=0, suffix=""):
self.result = result
self.suffix = suffix
if result < lash_count:
self.value = 0
elif result <= joie_de_vivre_target:
self.value = 10
else:
self.value = result
def __str__(self):
if self.result == self.value:
return "%d%s" % (self.result, self.suffix)
else:
return "%d%s [%d]" % (self.value, self.suffix, self.result)
class Raise:
def __init__(self, raise_count=0, rolls=[]):
self.rolls = list(
map(lambda x: x if isinstance(x, RollResult) else RollResult(x), rolls)
)
self.raise_count = raise_count
@property
def Sum(self):
return sum(x.value for x in self.rolls)
def __str__(self):
if self.raise_count == 0:
return "(%s)" % " + ".join(map(str, self.rolls))
else:
return "%s(%s)" % ("*" * self.raise_count, " + ".join(map(str, self.rolls)))
class RaiseRollResult:
def __init__(self, raises=[], unused=[], discarded=None):
self.raises = raises
self.unused = unused
self.discarded = discarded
def __str__(self):
total_raises = sum(x.raise_count for x in self.raises)
result = (
"0 raises"
if total_raises == 0
else "%d %s: %s"
% (
total_raises,
"raises" if total_raises != 1 else "raise",
", ".join(map(str, self.raises)),
)
)
if self.unused:
result = "%s, unused: %s" % (result, ", ".join(map(str, self.unused)))
if self.discarded:
result = "%s, discarded: %s" % (result, ", ".join(map(str, self.discarded)))
return result
class RaiseAggregator:
def __init__(self, raise_target, raises_per_target, rolls):
self.raise_target = raise_target
self.raises_per_target = raises_per_target
self.ten_is_still_raise = self.raise_target == 10 or self.raises_per_target != 1
self.exhausted = False
self.rolled_dices = defaultdict(list)
self.rolled_dice_count = 0
self.dices = defaultdict(list)
self.dice_count = 0
self.max_roll = 0
for x in rolls:
self.rolled_dices[x.value].append(x)
self.rolled_dice_count += 1
if x.value > self.max_roll:
self.max_roll = x.value
def get_dice(self, numbers_to_check):
for x in numbers_to_check:
if len(self.dices[x]) > 0:
self.dice_count -= 1
return self.dices[x].pop()
return None
def tostr(self):
r = "{"
for x in self.dices:
r += "%d: [" % x
for y in self.dices[x]:
r += "%s, " % str(y)
r += "], "
return r + "}"
def get_lower_dice(self, target):
return self.get_dice(range(target, 0, -1))
def get_higher_dice(self, target):
return self.get_dice(range(target + 1, self.max_roll + 1))
def get_raise_candidate(self, first_dice, down):
raise_candidate = [first_dice]
while True:
raise_sum = sum(x.value for x in raise_candidate)
if raise_sum >= self.raise_target:
return Raise(self.raises_per_target, raise_candidate)
target = self.raise_target - raise_sum
next_dice = (
self.get_lower_dice(target) if down else self.get_higher_dice(target)
)
if next_dice is not None:
raise_candidate.append(next_dice)
elif self.dice_count > 0 and down:
# we are going down. Let's grab one dice above and continue
raise_candidate.append(self.get_higher_dice(0))
continue
elif self.ten_is_still_raise and raise_sum >= 10:
return Raise(1, raise_candidate)
else:
return Raise(0, raise_candidate)
def return_dice_to_pool(self, dice):
self.dice_count += 1
self.dices[dice.value].append(dice)
def return_raise_to_pool(self, first_dice, raise_candidate):
for x in raise_candidate.rolls:
if x != first_dice:
self.return_dice_to_pool(x)
def __iter__(self):
self.dices = defaultdict(list)
self.dice_count = self.rolled_dice_count
for value in self.rolled_dices:
for roll in self.rolled_dices[value]:
self.dices[value].append(roll)
self.exhausted = False
return self
def __next__(self):
if self.exhausted:
raise StopIteration
first_dice = self.get_lower_dice(self.max_roll)
if first_dice is None:
self.exhausted = True
raise StopIteration
lower = self.get_raise_candidate(first_dice, True)
if lower.Sum == self.raise_target:
return lower
higher = self.get_raise_candidate(first_dice, False)
if higher.raise_count == 0 and lower.raise_count == 0:
self.exhausted = True
self.return_raise_to_pool(first_dice, higher)
self.return_raise_to_pool(first_dice, lower)
self.return_dice_to_pool(first_dice)
raise StopIteration
if higher.raise_count == lower.raise_count:
if higher.Sum >= lower.Sum:
self.return_raise_to_pool(first_dice, higher)
return lower
else:
self.return_raise_to_pool(first_dice, lower)
return higher
elif higher.raise_count > lower.raise_count:
self.return_raise_to_pool(first_dice, lower)
return higher
else:
self.return_raise_to_pool(first_dice, higher)
return lower
class SevenSea2EdRaiseRoller:
"""
Raise roller for 7sea, 2ed. Spec: https://redd.it/80l7jm
"""
def __init__(
self,
roller,
raise_target=10,
raises_per_target=1,
explode=False,
lash_count=0,
skill_rank=0,
joie_de_vivre=False,
):
self.roller = roller
self.explode = skill_rank >= 5 or explode
self.lash_count = lash_count
self.joie_de_vivre_target = skill_rank if joie_de_vivre else 0
self.reroll_one_dice = skill_rank >= 3
default_roll = raise_target == 10 and raises_per_target == 1
self.aggregator_template = lambda x: RaiseAggregator(
15 if skill_rank >= 4 and default_roll else raise_target,
2 if skill_rank >= 4 and default_roll else raises_per_target,
x,
)
def roll_and_count(self, dice_count):
"""
Assemble raises, according to spec
"""
rolls = self.roll(dice_count)
if not self.reroll_one_dice:
discarded_dice = None
else:
reroll = self.roll(1, "r")
min_value_dice = min(rolls, key=lambda x: x.value)
if min_value_dice.value < sum(x.value for x in reroll):
rolls.remove(min_value_dice)
rolls += reroll
discarded_dice = [min_value_dice]
else:
discarded_dice = reroll
aggregator = self.aggregator_template(rolls)
raises = list(aggregator)
unused = []
for value in aggregator.dices:
for dice in aggregator.dices[value]:
unused.append(dice)
return RaiseRollResult(
raises, sorted(unused, key=lambda x: x.value, reverse=True), discarded_dice
)
def roll(self, dice_count, suffix=""):
if dice_count == 0:
return []
rolls = [
RollResult(x, self.lash_count, self.joie_de_vivre_target, suffix)
for x in self.roller(dice_count)
]
return (
rolls + self.roll(len([x for x in rolls if x.result == 10]), suffix + "x")
if self.explode
else rolls
)