Module: DiceBag
- Defined in:
- lib/dicebag.rb,
lib/dicebag/roll.rb,
lib/dicebag/parser.rb,
lib/dicebag/result.rb,
lib/dicebag/roll_part.rb,
lib/dicebag/transform.rb,
lib/dicebag/label_part.rb,
lib/dicebag/simple_part.rb,
lib/dicebag/static_part.rb
Overview
This continues definining the DiceBag module.
Defined Under Namespace
Classes: DiceBagError, LabelPart, Parser, Result, Roll, RollPart, SimplePart, StaticPart, Transform
Constant Summary collapse
- DEFAULT_ROLL =
'1d6'.freeze
Class Method Summary collapse
- .normalize_array(part) ⇒ Object
-
.normalize_drop_keep(xdx) ⇒ Object
Make sure there are enough dice to handle both Drop and Keep values.
-
.normalize_explode(xdx) ⇒ Object
Prevent Explosion abuse.
- .normalize_hash(part) ⇒ Object
- .normalize_op(op) ⇒ Object
- .normalize_options(xdx) ⇒ Object
-
.normalize_reroll(xdx) ⇒ Object
Prevent Reroll abuse.
-
.normalize_target(xdx) ⇒ Object
Finally, if we have a target number, make sure it is equal to or less than the dice sides and greater than 0, otherwise, set it to 0 (aka no target number) and add a note.
-
.normalize_tree(tree) ⇒ Object
This takes the parsed tree, AFTER it has been through the Transform class, and massages the data a bit more, to ease the iteration that happens in the Roll class.
- .normalize_value(val) ⇒ Object
-
.normalize_xdx(xdx) ⇒ Object
This further massages the xDx hashes.
-
.parse(dstr = '') ⇒ Object
This is the wrapper for the parse, transform, and normalize calls.
Class Method Details
.normalize_array(part) ⇒ Object
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# File 'lib/dicebag.rb', line 67 def self.normalize_array(part) [normalize_op(part.first), normalize_value(part.last)] end |
.normalize_drop_keep(xdx) ⇒ Object
Make sure there are enough dice to handle both Drop and Keep values. If not, both are reset to 0. Harsh.
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# File 'lib/dicebag.rb', line 150 def self.normalize_drop_keep(xdx) drop = xdx[:options].fetch(:drop, 0) keep = xdx[:options].fetch(:keep, 0) if (drop + keep) >= xdx[:count] xdx[:options][:drop] = 0 xdx[:options][:keep] = 0 xdx[:notes].push 'Drop and Keep Conflict. Both reset to 0.' end end |
.normalize_explode(xdx) ⇒ Object
Prevent Explosion abuse.
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# File 'lib/dicebag.rb', line 124 def self.normalize_explode(xdx) return unless xdx[:options].key? :explode explode = xdx[:options][:explode] if explode.nil? || explode.zero? || explode == 1 xdx[:options][:explode] = xdx[:sides] xdx[:notes].push("Explode set to #{xdx[:sides]}") end end |
.normalize_hash(part) ⇒ Object
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# File 'lib/dicebag.rb', line 55 def self.normalize_hash(part) return [:label, LabelPart.new(part[:label])] if part.key? :label if part.key? :start xdx = normalize_xdx(part[:start]) return [:start, RollPart.new(xdx)] end part end |
.normalize_op(op) ⇒ Object
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# File 'lib/dicebag.rb', line 71 def self.normalize_op(op) # We swap out the strings for symbols. # If the op is not one of the arithimetic # operators, then the op itself is returned. # (This should only happen on :start arrays.) case op when '+' then :add when '-' then :sub when '*' then :mul when '/' then :div else op end end |
.normalize_options(xdx) ⇒ Object
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# File 'lib/dicebag.rb', line 110 def self.(xdx) if xdx[:options].empty? xdx.delete(:options) else normalize_explode xdx normalize_reroll xdx normalize_drop_keep xdx normalize_target xdx end xdx end |
.normalize_reroll(xdx) ⇒ Object
Prevent Reroll abuse.
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# File 'lib/dicebag.rb', line 137 def self.normalize_reroll(xdx) return unless xdx[:options].key? :reroll if xdx[:options][:reroll] >= xdx[:sides] xdx[:options][:reroll] = 0 xdx[:notes].push 'Reroll reset to 0.' end end |
.normalize_target(xdx) ⇒ Object
Finally, if we have a target number, make sure it is equal to or less than the dice sides and greater than 0, otherwise, set it to 0 (aka no target number) and add a note.
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# File 'lib/dicebag.rb', line 165 def self.normalize_target(xdx) return unless xdx[:options].key? :target target = xdx[:options][:target] return if target >= 0 && target <= xdx[:sides] xdx[:options][:target] = 0 xdx[:notes].push 'Target number too large or is negative; reset to 0.' end |
.normalize_tree(tree) ⇒ Object
This takes the parsed tree, AFTER it has been through the Transform class, and massages the data a bit more, to ease the iteration that happens in the Roll class. It will convert all values into the correct *Part class.
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# File 'lib/dicebag.rb', line 42 def self.normalize_tree(tree) tree.collect do |part| case part when Hash normalize_hash part when Array normalize_array part else part end end end |
.normalize_value(val) ⇒ Object
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# File 'lib/dicebag.rb', line 86 def self.normalize_value(val) val.is_a?(Hash) ? RollPart.new(normalize_xdx(val)) : StaticPart.new(val) end |
.normalize_xdx(xdx) ⇒ Object
This further massages the xDx hashes.
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# File 'lib/dicebag.rb', line 91 def self.normalize_xdx(xdx) count = xdx[:xdx][:count] sides = xdx[:xdx][:sides] # Delete the no longer needed :xdx key. xdx.delete(:xdx) # Default to at least 1 die. count = 1 if count.zero? || count.nil? # Set the :count and :sides keys directly # and set the notes array. xdx[:count] = count xdx[:sides] = sides xdx[:notes] = [] xdx end |
.parse(dstr = '') ⇒ Object
This is the wrapper for the parse, transform, and normalize calls. This is called by the Roll class, but may be called to get the raw returned array of parsed bits for other purposes.
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# File 'lib/dicebag.rb', line 181 def self.parse(dstr = '') tree = Parser.new.parse(dstr) ast = Transform.new.apply(tree) normalize_tree ast end |