Working with both Dice and Frequency tables
Some of these tables are getting complicated, so I have created three different tables, and this should be sufficient. Describing it, however, seems to be a lot for source code, and I thought I would describe it using a literate programming style. We'll see.
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docs/rpgdm-tables-dice.org
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docs/rpgdm-tables-dice.org
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#+title: Dice Tables for Games
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#+author: Howard X. Abrams
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#+email: howard.abrams@gmail.com
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#+FILETAGS: :org-mode:emacs:rpgdm:
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#+STARTUP: inlineimages yes
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#+PROPERTY: header-args:emacs-lisp :tangle ../rpgdm-tables-dice.el :comments yes
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#+PROPERTY: header-args :eval no-export
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#+PROPERTY: header-args :results silent
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#+PROPERTY: header-args :exports both
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#+BEGIN_SRC emacs-lisp
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;;; rpgdm-tables-dice.el --- Rolling dice for choosing items from Tables -*- lexical-binding: t; -*-
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;;
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;; Copyright (C) 2021 Howard X. Abrams
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;;
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;; Author: Howard X. Abrams <http://gitlab.com/howardabrams>
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;; Maintainer: Howard X. Abrams <howard.abrams@gmail.com>
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;; Created: February 5, 2021
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;;
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;; This file is not part of GNU Emacs.
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;;
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;;
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;;; Commentary:
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#+END_SRC
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A "dice table" is a table that is easy to manipulate with dice in a game, and is pretty typical. The general idea is to roll one or more specific dice, and compare the number in the first column to see what the choice.
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For instance, Xanathar's Guide to Everything, a Dungeons and Dragons supplement from Wizards of the Coast, allows you to choose a random alignment with the following table:
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| 3d6 | Alignment |
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|--------+---------------------------------------------|
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| 3 | Chaotic evil (50%) or chaotic neutral (50%) |
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| 4--5 | Lawful evil |
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| 6--8 | Neutral evil |
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| 9--12 | Neutral |
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| 13--15 | Neutral good |
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| 16--17 | Lawful good (50%) or lawful neutral (50%) |
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| 18 | Chaotic good (50%) or chaotic neutral (50%) |
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#+BEGIN_SRC emacs-lisp
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;;; Code:
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#+END_SRC
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To represent these types of tables, we create a special type, called a =dice-table=. Where the first "slot" is the dice expression (or the number of sides of a dice to roll), and an associative list of result values and the choice.
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#+BEGIN_SRC emacs-lisp :results silent
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(defstruct dice-table dice rows)
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#+END_SRC
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How is this used to render the example table above?
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#+NAME: alignment-table
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#+BEGIN_SRC emacs-lisp :results silent :tangle no
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(make-dice-table :dice "3d6"
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:rows '((3 . ("Chaotic evil" "Chaotic neutral"))
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(5 . "Lawful evil")
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(8 . "Neutral evil")
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(12 . "Neutral")
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(15 . "Neutral good")
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(17 . ("Lawful good" "Lawful neutral"))
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(18 . ("Chaotic good" "chaotic neutral"))))
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#+END_SRC
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Couple things to notice about this rendering of the table. First, we don't need a range, just the upper bound (for if we roll a 4, we skip over the 3, we are below the next number, so we bugger off with the answer).
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Second, a table row could have multiple choices. For instance, if we were to roll a =3=, we should flip a coin to choose between /chaotic evil/ and /chaotic neutral/. In other words, if the value of the row is a list, then we could just select from one of those options.
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Let's do the fun part, and select an item from one of these dice-tables. First, we grab the dice expression and the rows of the table and put them into a couple of variables. We use a helper function, =rpgdm-tables-dice--choose= to get the results of rolling the dice expression
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#+BEGIN_SRC emacs-lisp :results silent
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(defun rpgdm-tables--choose-dice-table (table)
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"Choose a string from a random dice table."
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(let* ((roll (rpgdm-roll-sum (dice-table-dice table)))
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(rows (dice-table-rows table))
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(results (rpgdm-tables-dice--choose roll rows)))
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(if (stringp results)
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results
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(seq-random-elt results))))
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#+END_SRC
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If the results are not a single string item, we assume we have a list sequence, and return one at random using =seq-random-elt=.
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The helper function is recursive, as we can evaluate each /row/ to see if it matches the dice roll:
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#+BEGIN_SRC emacs-lisp :results silent
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(defun rpgdm-tables-dice--choose (roll rows)
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"Given a numeric ROLL, return row that matches.
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This assumes ROWS is a sorted list where the first element (the
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`car') is a numeric level that if ROLL is less than or equal, we
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return the `rest' of the row. Otherwise, we recursively call this
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function with the `rest' of the rows."
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(let* ((row (first rows))
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(level (car row))
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(answer (rest row)))
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(if (<= roll level)
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answer
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(rpgdm-tables-dice--choose roll (rest rows)))))
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#+END_SRC
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So, let's see it in action, by first assigning the dice-table above, to a variable: =alignment-table=:
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#+BEGIN_SRC emacs-lisp :var alignment-table=alignment-table :tangle no
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(rpgdm-tables--choose-dice-table alignment-table)
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#+END_SRC
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#+RESULTS:
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: Neutral good
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Nice. Now we just have to read and parse the table from an org-mode file.
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Since I format my tables in different /styles/, I need to be able to identify a /dice table/, I figured I would have a key word, =Roll on table= with a dice expression from =rpgdm-dice.el=:
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#+BEGIN_SRC emacs-lisp :results silent
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(setq rpgdm-tables-dice-table-regexp (rx "Roll"
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(one-or-more space)
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(optional (or "on" "for"))
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(zero-or-more space)
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"Table:"
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(zero-or-more space)
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(group
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(regexp rpgdm-roll-regexp))))
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#+END_SRC
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A predicate could return true when this regular expression returns a valid response:
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#+BEGIN_SRC emacs-lisp :results silent
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(defun rpgdm-tables-dice-table? ()
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"Return non-nil if current buffer contains a dice-table"
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(goto-char (point-min))
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(re-search-forward rpgdm-tables-dice-table-regexp nil t))
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#+END_SRC
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Assuming we just called that function, we can call =match-string= to pick up that group and then parse the rest of the buffer as a table:
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#+BEGIN_SRC emacs-lisp :results silent
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(defun rpgdm-tables--parse-as-dice-table ()
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"Return `dice-table' of lines matching `rpgdm-tables-dice-table-rows'."
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(let ((dice (match-string-no-properties 1)) ; Grab expression before moving on
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(rows ()) ; Modify this with add-to-list
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(row-splitter (rx (* space) "|" (* space)))) ; Split rest of table row
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(while (re-search-forward rgpdm-tables-dice-table-rows nil t)
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(let* ((levelstr (match-string-no-properties 1))
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(level (string-to-number levelstr))
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(row (match-string-no-properties 2))
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(choices (split-string row row-splitter t)))
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(add-to-list 'rows (cons level choices))))
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(make-dice-table :dice dice
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:rows (sort rows (lambda (a b) (< (first a) (first b)))))))
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#+END_SRC
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This function relies on a regular expression for parsing the tables:
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#+BEGIN_SRC emacs-lisp :results silent
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(setq rgpdm-tables-dice-table-rows (rx bol
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(zero-or-more space) "|" (zero-or-more space)
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(optional (one-or-more digit)
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(one-or-more "-"))
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(group
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(one-or-more digit))
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(zero-or-more space) "|" (zero-or-more space)
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(group (+? any))
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(zero-or-more space) "|" (zero-or-more space)
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eol))
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#+END_SRC
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Let's read the following table into a buffer:
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#+begin_example
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Roll on Table: 3d6
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| 3 | Chaotic evil | chaotic neutral |
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| 4--5 | Lawful evil | |
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| 6--8 | Neutral evil | |
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| 9--12 | Neutral | |
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| 13--15 | Neutral good | |
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| 16--17 | Lawful good | lawful neutral |
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| 18 | Chaotic good | chaotic neutral |
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#+end_example
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#+BEGIN_SRC emacs-lisp
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(provide 'rpgdm-tables-dice)
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;;; rpgdm-tables-dice.el ends here
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#+END_SRC
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# Local Variables:
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# eval: (add-hook 'after-save-hook #'org-babel-tangle t t)
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# End:
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