Source code for evennia.contrib.dice

"""
Dice - rolls dice for roleplaying, in-game gambling or GM:ing

Evennia contribution - Griatch 2012


This module implements a full-fledged dice-roller and a 'dice' command
to go with it. It uses standard RPG 'd'-syntax (e.g. 2d6 to roll two
six-sided die) and also supports modifiers such as 3d6 + 5.

One can also specify a standard Python operator in order to specify
eventual target numbers and get results in a fair and guaranteed
unbiased way.  For example a GM could (using the dice command) from
the start define the roll as 2d6 < 8 to show that a roll below 8 is
required to succeed. The command will normally echo this result to all
parties (although it also has options for hidden and secret rolls).


Installation:

To use in your code, just import the roll_dice function from this module.

To use  the dice/roll command, just import this module in your custom
cmdset module and add the following line to the end of DefaultCmdSet's
at_cmdset_creation():

   self.add(dice.CmdDice())

After a reload the dice (or roll) command will be available in-game.

"""
import re
from random import randint
from evennia import default_cmds, CmdSet


[docs]def roll_dice(dicenum, dicetype, modifier=None, conditional=None, return_tuple=False): """ This is a standard dice roller. Args: dicenum (int): Number of dice to roll (the result to be added). dicetype (int): Number of sides of the dice to be rolled. modifier (tuple): A tuple `(operator, value)`, where operator is one of `"+"`, `"-"`, `"/"` or `"*"`. The result of the dice roll(s) will be modified by this value. conditional (tuple): A tuple `(conditional, value)`, where conditional is one of `"=="`,`"<"`,`">"`,`">="`,`"<=`" or "`!=`". This allows the roller to directly return a result depending on if the conditional was passed or not. return_tuple (bool): Return a tuple with all individual roll results or not. Returns: roll_result (int): The result of the roll + modifiers. This is the default return. condition_result (bool): A True/False value returned if `conditional` is set but not `return_tuple`. This effectively hides the result of the roll. full_result (tuple): If, return_tuple` is `True`, instead return a tuple `(result, outcome, diff, rolls)`. Here, `result` is the normal result of the roll + modifiers. `outcome` and `diff` are the boolean result of the roll and absolute difference to the `conditional` input; they will be will be `None` if `conditional` is not set. `rolls` is itself a tuple holding all the individual rolls in the case of multiple die-rolls. Raises: TypeError if non-supported modifiers or conditionals are given. Notes: All input numbers are converted to integers. Examples: print roll_dice(2, 6) # 2d6 <<< 7 print roll_dice(1, 100, ('+', 5) # 1d100 + 5 <<< 34 print roll_dice(1, 20, conditional=('<', 10) # let'say we roll 3 <<< True print roll_dice(3, 10, return_tuple=True) <<< (11, None, None, (2, 5, 4)) print roll_dice(2, 20, ('-', 2), conditional=('>=', 10), return_tuple=True) <<< (8, False, 2, (4, 6)) # roll was 4 + 6 - 2 = 8 """ dicenum = int(dicenum) dicetype = int(dicetype) # roll all dice, remembering each roll rolls = tuple([randint(1, dicetype) for roll in range(dicenum)]) result = sum(rolls) if modifier: # make sure to check types well before eval mod, modvalue = modifier if mod not in ("+", "-", "*", "/"): raise TypeError("Non-supported dice modifier: %s" % mod) modvalue = int(modvalue) # for safety result = eval("%s %s %s" % (result, mod, modvalue)) outcome, diff = None, None if conditional: # make sure to check types well before eval cond, condvalue = conditional if cond not in (">", "<", ">=", "<=", "!=", "=="): raise TypeError("Non-supported dice result conditional: %s" % conditional) condvalue = int(condvalue) # for safety outcome = eval("%s %s %s" % (result, cond, condvalue)) # True/False diff = abs(result - condvalue) if return_tuple: return result, outcome, diff, rolls else: if conditional: return outcome else: return result
RE_PARTS = re.compile(r"(d|\+|-|/|\*|<|>|<=|>=|!=|==)") RE_MOD = re.compile(r"(\+|-|/|\*)") RE_COND = re.compile(r"(<|>|<=|>=|!=|==)")
[docs]class CmdDice(default_cmds.MuxCommand): """ roll dice Usage: dice[/switch] <nr>d<sides> [modifier] [success condition] Switch: hidden - tell the room the roll is being done, but don't show the result secret - don't inform the room about neither roll nor result Examples: dice 3d6 + 4 dice 1d100 - 2 < 50 This will roll the given number of dice with given sides and modifiers. So e.g. 2d6 + 3 means to 'roll a 6-sided die 2 times and add the result, then add 3 to the total'. Accepted modifiers are +, -, * and /. A success condition is given as normal Python conditionals (<,>,<=,>=,==,!=). So e.g. 2d6 + 3 > 10 means that the roll will succeed only if the final result is above 8. If a success condition is given, the outcome (pass/fail) will be echoed along with how much it succeeded/failed with. The hidden/secret switches will hide all or parts of the roll from everyone but the person rolling. """ key = "dice" aliases = ["roll", "@dice"] locks = "cmd:all()"
[docs] def func(self): """Mostly parsing for calling the dice roller function""" if not self.args: self.caller.msg("Usage: @dice <nr>d<sides> [modifier] [conditional]") return argstring = "".join(str(arg) for arg in self.args) parts = [part for part in RE_PARTS.split(self.args) if part] len_parts = len(parts) modifier = None conditional = None if len_parts < 3 or parts[1] != "d": self.caller.msg( "You must specify the die roll(s) as <nr>d<sides>." " For example, 2d6 means rolling a 6-sided die 2 times." ) return # Limit the number of dice and sides a character can roll to prevent server slow down and crashes ndicelimit = 10000 # Maximum number of dice nsidelimit = 10000 # Maximum number of sides if int(parts[0]) > ndicelimit or int(parts[2]) > nsidelimit: self.caller.msg("The maximum roll allowed is %sd%s." % (ndicelimit, nsidelimit)) return ndice, nsides = parts[0], parts[2] if len_parts == 3: # just something like 1d6 pass elif len_parts == 5: # either e.g. 1d6 + 3 or something like 1d6 > 3 if parts[3] in ("+", "-", "*", "/"): modifier = (parts[3], parts[4]) else: # assume it is a conditional conditional = (parts[3], parts[4]) elif len_parts == 7: # the whole sequence, e.g. 1d6 + 3 > 5 modifier = (parts[3], parts[4]) conditional = (parts[5], parts[6]) else: # error self.caller.msg("You must specify a valid die roll") return # do the roll try: result, outcome, diff, rolls = roll_dice( ndice, nsides, modifier=modifier, conditional=conditional, return_tuple=True ) except ValueError: self.caller.msg( "You need to enter valid integer numbers, modifiers and operators." " |w%s|n was not understood." % self.args ) return # format output if len(rolls) > 1: rolls = ", ".join(str(roll) for roll in rolls[:-1]) + " and " + str(rolls[-1]) else: rolls = rolls[0] if outcome is None: outcomestring = "" elif outcome: outcomestring = " This is a |gsuccess|n (by %s)." % diff else: outcomestring = " This is a |rfailure|n (by %s)." % diff yourollstring = "You roll %s%s." roomrollstring = "%s rolls %s%s." resultstring = " Roll(s): %s. Total result is |w%s|n." if "secret" in self.switches: # don't echo to the room at all string = yourollstring % (argstring, " (secret, not echoed)") string += "\n" + resultstring % (rolls, result) string += outcomestring + " (not echoed)" self.caller.msg(string) elif "hidden" in self.switches: # announce the roll to the room, result only to caller string = yourollstring % (argstring, " (hidden)") self.caller.msg(string) string = roomrollstring % (self.caller.key, argstring, " (hidden)") self.caller.location.msg_contents(string, exclude=self.caller) # handle result string = resultstring % (rolls, result) string += outcomestring + " (not echoed)" self.caller.msg(string) else: # normal roll string = yourollstring % (argstring, "") self.caller.msg(string) string = roomrollstring % (self.caller.key, argstring, "") self.caller.location.msg_contents(string, exclude=self.caller) string = resultstring % (rolls, result) string += outcomestring self.caller.location.msg_contents(string)
[docs]class DiceCmdSet(CmdSet): """ a small cmdset for testing purposes. Add with @py self.cmdset.add("contrib.dice.DiceCmdSet") """
[docs] def at_cmdset_creation(self): """Called when set is created""" self.add(CmdDice())