示例#1
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        /// <summary>
        /// Rolls dice according to the given dice expression and configuration. Please see
        /// the documentation for more details on the formatting for this string.
        /// </summary>
        /// <param name="diceExpr">Dice expression to roll.</param>
        /// <param name="config">Configuration to use. If null, the DefaultConfig is used instead.</param>
        /// <param name="data">Additional data that is scoped to this roll.</param>
        /// <returns>A RollResult containing the details of the roll.</returns>
        public static RollResult Roll(string diceExpr, RollerConfig config, RollData data)
        {
            if (diceExpr == null)
            {
                throw new ArgumentNullException(nameof(diceExpr));
            }

            if (data == null)
            {
                data = new RollData();
            }

            if (config == null)
            {
                config = DefaultConfig;
            }

            if (config.MaxDice < 1 || config.MaxRecursionDepth < 0 || config.MaxRerolls < 0 || config.MaxSides < 1)
            {
                throw new InvalidOperationException("RollerConfig is invalid, cannot have negative values for maximums.");
            }

            data.Config = config;

            var root = Parse(diceExpr, data);

            return(Roll(root, data));
        }
示例#2
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 internal FunctionContext(FunctionScope scope, string name, IReadOnlyList <DiceAST> arguments, RollData data)
 {
     Scope      = scope;
     Name       = name;
     Arguments  = arguments;
     Expression = null;
     Value      = Decimal.MinValue;
     ValueType  = ResultType.Total;
     Values     = null;
     Data       = data;
 }
示例#3
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 internal RollResult(RollData data, DiceAST rollRoot, int numRolls)
 {
     RollRoot = rollRoot;
     // cache some commonly-referenced information directly in this class instead of requiring
     // the user to drill down into RollRoot for everything (and because RollRoot isn't available
     // if deserializing).
     ResultType = rollRoot.ValueType;
     Value      = rollRoot.Value;
     Values     = rollRoot.Values;
     NumRolls   = numRolls;
     Expression = rollRoot.ToString();
     Metadata   = data.Metadata;
     AllRolls   = data.InternalContext.AllRolls;
     AllMacros  = data.InternalContext.AllMacros;
 }
示例#4
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        /// <summary>
        /// Parses the diceExpr into an AST without evaluating it.
        /// </summary>
        /// <param name="diceExpr"></param>
        /// <param name="data"></param>
        /// <returns></returns>
        internal static DiceAST Parse(string diceExpr, RollData data)
        {
            // parse diceExpr
            var inputStream = new AntlrInputStream(diceExpr);
            var lexer       = new DiceGrammarLexer(inputStream);
            var tokenStream = new CommonTokenStream(lexer);
            var parser      = new DiceGrammarParser(tokenStream);
            var walker      = new ParseTreeWalker();
            var listener    = new DiceGrammarListener(data);

            lexer.AddErrorListener(new DiceErrorListener());
            parser.AddErrorListener(new DiceErrorListener());
            var context = parser.input();

            walker.Walk(listener, context);

            return(listener.Root);
        }
示例#5
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        internal MacroContext(string param, RollData data)
        {
            Value     = Decimal.MinValue;
            Values    = null;
            ValueType = ResultType.Total;
            Param     = param;
            Data      = data;

            // parse Param
            Param = Param.Trim();
            string[] args = Param.Split(':');

            for (int i = 0; i < args.Length; i++)
            {
                args[i] = args[i].Trim();
            }

            Name      = args[0];
            Arguments = args;
        }
示例#6
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        /// <summary>
        /// Evaluates the dice expression using the default configuration,
        /// and fixing all dice to roll their maximum value.
        /// </summary>
        /// <param name="diceExpr">Dice expression to evaluate</param>
        /// <param name="config">Configuration to use. If null, the DefaultConfig is used instead.</param>
        /// <param name="data">Additional data that is scoped to this roll.</param>
        /// <returns>A RollResult containing the details of the roll.</returns>
        public static RollResult Max(string diceExpr, RollerConfig config, RollData data)
        {
            if (config == null)
            {
                config = DefaultConfig;
            }

            var savedRollDie = config.RollDie;

            config.RollDie = (min, max) => max;

            try
            {
                return(Roll(diceExpr, config, data));
            }
            finally
            {
                config.RollDie = savedRollDie;
            }
        }
示例#7
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        /// <summary>
        /// Evaluates the dice expression using the default configuration,
        /// and fixing all dice to roll their average value.
        /// </summary>
        /// <param name="diceExpr">Dice expression to evaluate</param>
        /// <param name="config">Configuration to use. If null, the DefaultConfig is used instead.</param>
        /// <param name="data">Additional data that is scoped to this roll.</param>
        /// <returns>A RollResult containing the details of the roll.</returns>
        public static RollResult Average(string diceExpr, RollerConfig config, RollData data)
        {
            if (config == null)
            {
                config = DefaultConfig;
            }

            if (data == null)
            {
                data = new RollData();
            }

            var savedRollDie = config.RollDie;

            config.RollDie = (min, max) => {
                // we round down if we're doing an odd roll and up on an even roll.
                // e.g. in 2d6 the first die is 3 and the second is 4.
                var avg = (min + max) / 2.0;

                if (data.InternalContext.AllRolls.Count % 2 == 0)
                {
                    // we've completed an even number of rolls, which means the current roll is odd. Round down.
                    return((int)Math.Floor(avg));
                }
                else
                {
                    return((int)Math.Ceiling(avg));
                }
            };

            try
            {
                return(Roll(diceExpr, config, data));
            }
            finally
            {
                config.RollDie = savedRollDie;
            }
        }
示例#8
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        /// <summary>
        /// Evaluates the root of the tree, returning the RollResult.
        /// </summary>
        /// <param name="root"></param>
        /// <param name="data"></param>
        /// <returns></returns>
        internal static RollResult Roll(DiceAST root, RollData data)
        {
            var numRolls = root.Evaluate(data, root, 0);

            return(new RollResult(data, root, (int)numRolls));
        }