Add dice tables

A dice table is a direct translation of a gaming table from a book,
where the table has a stated dice expression, and each entry has a
numeric range. Most tables can now be taken as is from published
sources.

Also, if a message from a randomly rolled table contains a dice
expression, like Found 2d8 scrolls, the expression is automatically
substituted.

Finally if a message contains something like:
  You found a [wolf/fox/badger].
The displayed message will only include on of those entries.
This commit is contained in:
Howard Abrams 2021-02-11 22:08:06 -08:00
parent 106ed2e6dd
commit 656c168a52
8 changed files with 155 additions and 59 deletions

View file

@ -1,4 +1,3 @@
;; [[file:docs/rpgdm-tables-dice.org::+BEGIN_SRC emacs-lisp][No heading:1]]
;;; rpgdm-tables-dice.el --- Rolling dice for choosing items from Tables -*- lexical-binding: t; -*-
;;
;; Copyright (C) 2021 Howard X. Abrams
@ -11,4 +10,77 @@
;;
;;
;;; Commentary:
;; No heading:1 ends here
;;
;; This file contains the source code, but the concept behind what I'm
;; calling random dice tables is a bit complex, so I recommend looking
;; at the original file in `docs/rpgdm-tables-dice.org'.
;;; Code:
(defstruct dice-table dice rows)
(defun rpgdm-tables--choose-dice-table (table)
"Choose a string from a random dice table."
(let* ((roll (rpgdm-roll-sum (dice-table-dice table)))
(rows (dice-table-rows table))
(results (rpgdm-tables-dice--choose roll rows)))
(if (stringp results)
results
(seq-random-elt results))))
(defun rpgdm-tables-dice--choose (roll rows)
"Given a numeric ROLL, return row that matches.
This assumes ROWS is a sorted list where the first element (the
`car') is a numeric level that if ROLL is less than or equal, we
return the `rest' of the row. Otherwise, we recursively call this
function with the `rest' of the rows."
(let* ((row (first rows))
(level (car row))
(answer (rest row)))
(if (<= roll level)
answer
(rpgdm-tables-dice--choose roll (rest rows)))))
(setq rpgdm-tables-dice-table-regexp (rx "Roll"
(one-or-more space)
(optional (or "on" "for"))
(zero-or-more space)
"Table:"
(zero-or-more space)
(group
(regexp rpgdm-roll-regexp))))
(defun rpgdm-tables-dice-table? ()
"Return non-nil if current buffer contains a dice-table"
(goto-char (point-min))
(re-search-forward rpgdm-tables-dice-table-regexp nil t))
(defun rpgdm-tables--parse-as-dice-table ()
"Return `dice-table' of lines matching `rpgdm-tables-dice-table-rows'."
(let ((dice (match-string-no-properties 1)) ; Grab expression before moving on
(rows ()) ; Modify this with add-to-list
(row-splitter (rx (* space) "|" (* space)))) ; Split rest of table row
(while (re-search-forward rgpdm-tables-dice-table-rows nil t)
(let* ((levelstr (match-string-no-properties 1))
(level (string-to-number levelstr))
(row (match-string-no-properties 2))
(choices (split-string row row-splitter t)))
(add-to-list 'rows (cons level choices))))
(make-dice-table :dice dice
:rows (sort rows (lambda (a b) (< (first a) (first b)))))))
(setq rgpdm-tables-dice-table-rows (rx bol
(zero-or-more space) "|" (zero-or-more space)
(optional (one-or-more digit)
(one-or-more "-"))
(group
(one-or-more digit))
(zero-or-more space) "|" (zero-or-more space)
(group (+? any))
(zero-or-more space) "|" (zero-or-more space)
eol))
(provide 'rpgdm-tables-dice)
;;; rpgdm-tables-dice.el ends here