Ejemplo n.º 1
0
        private static CalcValue CompUntil(CalcObject left, CLComparison comp, CalcObject right, CLLocalStore vars, CLContextProvider context)
        {
            int limit = int.MaxValue;

            DiceContext dc = null;

            // We need to get the limits if they've been set
            if (context.ContainsDerived(typeof(DiceContext), out Type actualDiceContext))
            {
                dc    = (DiceContext)(context.Get(actualDiceContext));
                limit = Math.Min(dc.PerRollLimit, dc.PerFunctionLimit - dc.PerFunctionUsed);
                if (limit == 0)
                {
                    throw new LimitedDiceException();
                }
            }

            CalcNumber numLeft  = null;
            CalcList   lstLeft  = null;
            bool       list     = false;
            CalcNumber numRight = (CalcNumber)right;

            // Now figure out how many sides each die has...
            int sides = 0;

            // (Are we using a list or a number for the sides?)
            if (left is CalcNumber)
            {
                numLeft = (CalcNumber)left;
                sides   = (int)(numLeft.Value);
            }
            else if (left is CalcList)
            {
                lstLeft = (CalcList)left;
                sides   = lstLeft.Count;
                list    = true;
            }

            // ... and ensure it's at least one.
            if (sides < 1)
            {
                throw new CLException("Dice must have at least one side.");
            }

            // Now we can roll the dice!
            List <CalcValue> lstRet = new List <CalcValue>();

            Random rand = null;

            if (context.ContainsDerived(typeof(Random), out Type actualRandom))
            {
                rand = (Random)(context.Get(actualRandom));
            }
            else
            {
                rand = new Random();
            }

            CalcList output = null;
            Type     actual = null;

            for (int i = 0; i < limit; i++)
            {
                // First determine the value
                int        choice = rand.Next(sides);
                CalcNumber value  = null;
                if (list)
                {
                    CalcValue val = lstLeft[choice];
                    if (val is CalcList valList)
                    {
                        value = new DiceDie(valList.Sum(), lstLeft);
                    }
                    else if (val is CalcNumber valNum)
                    {
                        value = new DiceDie(valNum.Value, lstLeft);
                    }
                }
                else
                {
                    value = new DiceDie(choice + 1, new CalcNumber(sides));
                }

                // See if it satisfies the comparison
                if (comp.CompareFunction(value.Value, numRight.Value))
                {
                    vars["_u"] = value;

                    output = new CalcList(lstRet.ToArray());

                    // Add to roll history
                    if (context.ContainsDerived(typeof(List <(string, CalcList)>), out actual))
                    {
                        List <(string, CalcList)> history = (List <(string, CalcList)>)context.Get(actual);
                        history.Add(($"{left.ToCode()}u{comp.PostfixSymbol}{right.ToCode()}", output));
                        history.Add(($"Killed above roll:", ValToList(value)));
                    }

                    // also remember to actually UPDATE the limits! (╯°□°)╯︵ ┻━┻
                    if (dc != null)
                    {
                        dc.PerFunctionUsed += i + 1;
                    }

                    return(output);
                }
                else
                {
                    lstRet.Add(value);
                }
            }

            vars["_u"] = new CalcNumber(0);
            output     = new CalcList(lstRet.ToArray());

            // Add to roll history
            if (context.ContainsDerived(typeof(List <(string, CalcList)>), out actual))
            {
                List <(string, CalcList)> history = (List <(string, CalcList)>)context.Get(actual);
                history.Add(($"{left.ToCode()}u{comp.PostfixSymbol}{right.ToCode()}", output));
            }

            // also remember to actually UPDATE the limits! (╯°□°)╯︵ ┻━┻
            if (dc != null)
            {
                dc.PerFunctionUsed += limit;
            }

            return(output);
        }
Ejemplo n.º 2
0
        private static CalcValue CompRerolls(CalcObject left, CLComparison comp, CalcObject right, CLLocalStore vars, CLContextProvider context, bool keep = false, bool recurse = false)
        {
            CalcList   lstLeft  = (CalcList)left;
            CalcNumber numRight = (CalcNumber)right;

            List <CalcValue> output = new List <CalcValue>();

            DiceContext dc        = null;
            int         limit     = 0;
            int         limitUsed = 0;

            // We need to get the limits if they've been set
            if (context.ContainsDerived(typeof(DiceContext), out Type actualDiceContext))
            {
                dc    = (DiceContext)(context.Get(actualDiceContext));
                limit = Math.Min(dc.PerRollLimit, dc.PerFunctionLimit - dc.PerFunctionUsed);
                if (limit == 0)
                {
                    throw new LimitedDiceException();
                }
            }

            // Go through the list
            foreach (CalcValue val in lstLeft)
            {
                decimal value;
                if (val is CalcNumber valNum)
                {
                    value = valNum.Value;
                }
                else if (val is CalcList valList)
                {
                    value = valList.Sum();
                }
                else
                {
                    throw new CLException("Re-rolls only work with numeric values.");
                }

                // If it's a value we need to re-roll
                if (comp.CompareFunction(value, numRight.Value))
                {
                    // Keep the original value ("x" and "xr" operators)
                    if (keep)
                    {
                        output.Add(val);
                    }

                    // Now make another value (or recurse)
                    bool redo = true;

                    // Now figure out how many sides each die has...
                    int       sides = 0;
                    bool      list  = false;
                    CalcValue dSides;

                    CalcList lstSides = null;

                    if (val is DiceDie die)
                    {
                        dSides = die.Sides;

                        // (Are we using a list or a number for the sides?)
                        if (dSides is CalcNumber nSides)
                        {
                            sides = (int)(nSides.Value);
                        }
                        else if (dSides is CalcList lSides)
                        {
                            lstSides = lSides;
                            sides    = lSides.Count;
                            list     = true;
                        }
                    }
                    else
                    {
                        decimal valValue = 0;
                        if (val is CalcNumber nVal)
                        {
                            valValue = nVal.Value;
                        }
                        else if (val is CalcList lVal)
                        {
                            valValue = lVal.Sum();
                        }
                        else
                        {
                            throw new CLException("Reroll only works with numeric values.");
                        }

                        if (valValue < 0)
                        {
                            valValue *= -1;
                        }

                        sides =
                            (valValue <= 6) ? 6 :
                            (valValue <= 20) ? 20 :
                            (valValue <= 100) ? 100 :
                            (valValue <= 1000) ? 1000 :
                            (valValue <= 10000) ? 10000 :
                            (valValue <= 100000) ? 100000 :
                            (valValue <= 1000000) ? 1000000 :
                            (valValue <= 10000000) ? 10000000 :
                            (valValue <= 100000000) ? 100000000 :
                            (valValue <= 1000000000) ? 1000000000 : 2147483647;

                        dSides = new CalcNumber(sides);
                    }

                    // Now we can roll the dice!
                    Random rand = null;

                    if (context.ContainsDerived(typeof(Random), out Type actualRandom))
                    {
                        rand = (Random)(context.Get(actualRandom));
                    }
                    else
                    {
                        rand = new Random();
                    }

                    while (redo && limitUsed < limit)
                    {
                        int choice = rand.Next(sides);
                        limitUsed++;
                        decimal cValue = 0;

                        if (list)
                        {
                            CalcValue cVal = lstSides[choice];
                            if (cVal is CalcNumber cNum)
                            {
                                cValue = cNum.Value;
                                output.Add(new DiceDie(cValue, lstSides));
                            }
                            else if (cVal is CalcList cList)
                            {
                                cValue = cList.Sum();
                                output.Add(new DiceDie(cValue, lstSides));
                            }
                        }
                        else
                        {
                            cValue = choice + 1;
                            output.Add(new DiceDie(cValue, new CalcNumber(sides)));
                        }

                        // recursion?
                        if (recurse)
                        {
                            redo = comp.CompareFunction(cValue, numRight.Value);
                        }
                        else
                        {
                            redo = false;
                        }
                    }
                }
                else
                {
                    // The reroll comparison wasn't satisfied
                    output.Add(val);
                }
            }

            return(new CalcList(output.ToArray()));
        }
Ejemplo n.º 3
0
        private static CalcValue BinDice(CalcObject left, CalcObject right, CLLocalStore vars, CLContextProvider context)
        {
            int         limit = int.MaxValue;
            DiceContext dc    = null;

            // We need to get the limits if they've been set
            if (context.ContainsDerived(typeof(DiceContext), out Type actualDiceContext))
            {
                dc    = (DiceContext)(context.Get(actualDiceContext));
                limit = Math.Min(dc.PerRollLimit, dc.PerFunctionLimit - dc.PerFunctionUsed);
                if (limit == 0)
                {
                    throw new LimitedDiceException();
                }
            }

            CalcNumber numLeft  = (CalcNumber)left;
            CalcNumber numRight = null;
            CalcList   lstRight = null;
            bool       list     = false;

            // Now figure out how many dice to roll...
            int count = (int)(numLeft.Value);

            // ... and whether or not it's within limits (including the limitation that it must be positive)
            if (count <= 0)
            {
                throw new CLException("The number of dice to roll must be positive.");
            }
            else if (count > limit)
            {
                count = limit;
            }

            // also remember to actually UPDATE the limits! (╯°□°)╯︵ ┻━┻
            if (dc != null)
            {
                dc.PerFunctionUsed += count;
            }

            // Now figure out how many sides each die has...
            int sides = 0;

            // (Are we using a list or a number for the sides?)
            if (right is CalcNumber)
            {
                numRight = (CalcNumber)right;
                sides    = (int)(numRight.Value);
            }
            else if (right is CalcList)
            {
                lstRight = (CalcList)right;
                sides    = lstRight.Count;
                list     = true;
            }

            // ... and ensure it's at least one.
            if (sides < 1)
            {
                throw new CLException("Dice must have at least one side.");
            }

            // Now we can roll the dice!
            CalcValue[] ret = new CalcValue[count];

            Random rand = null;

            if (context.ContainsDerived(typeof(Random), out Type actualRandom))
            {
                rand = (Random)(context.Get(actualRandom));
            }
            else
            {
                rand = new Random();
            }

            for (int i = 0; i < count; i++)
            {
                int choice = rand.Next(sides);
                if (list)
                {
                    CalcValue val = lstRight[choice];
                    if (val is CalcNumber valNum)
                    {
                        ret[i] = new DiceDie(valNum.Value, lstRight);
                    }
                    else if (val is CalcList valList)
                    {
                        ret[i] = new DiceDie(valList.Sum(), lstRight);
                    }
                    else
                    {
                        throw new CLException("Dice must be numeric values."); // maybe I'll change this one day
                    }
                }
                else
                {
                    ret[i] = new DiceDie(choice + 1, new CalcNumber(sides));
                }
            }

            CalcList output = new CalcList(ret);

            // Add to roll history
            if (context.ContainsDerived(typeof(List <(string, CalcList)>), out Type actual))
            {
                List <(string, CalcList)> history = (List <(string, CalcList)>)context.Get(actual);
                history.Add(($"{left.ToCode()}d{right.ToCode()}", output));
            }

            return(output);
        }