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Split reroll-determining to own function

Aids unit testing which is needed for good practice and as we
are seeing bugs creep in around unnecessary rerolls
tags/v0.1.3
bertieb 3 år sedan
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22170650c0
1 ändrade filer med 57 tillägg och 41 borttagningar
  1. +57
    -41
      dice.ts

+ 57
- 41
dice.ts Visa fil

@@ -259,6 +259,49 @@ class Asphodice extends D10 {
* - dice: Array - final outcome
* - balance: number - +/- of outcomes (successes/failures)
*/

/**
* Determines if a reroll is needed
*
* @remarks
*
* In some cases we don't reroll:
* - reroll dice cancel each other out
* - all are above cutoff (=> auto-success -- NB TODO crits)
* - all below cutoff
*/
rerollNeeded(resultDice: Array<number>): boolean{
// 1. if no re-rolls we can finish here
if (!(resultDice.includes(this.passCrit) || resultDice.includes(this.failCrit))) {
// results.total = results.dice.reduce((acc: number, curr: number) => acc + curr);
return false;
}

// count successes and fails
let rerollGood = countOccurrencesOfNumber(resultDice, this.passCrit);
let rerollBad = countOccurrencesOfNumber(resultDice, this.failCrit);

// 2. only reroll if they don't cancel each other out
if (rerollGood == rerollBad) {
// console.log("Good = Bad, no need to reroll");
return false;
// results.total = results.dice.reduce((acc: number, curr: number) => acc + curr);
}

// 3. If all dice are above/below cutoff we don't need to reroll
if (this.allAboveCutOff(resultDice)) {
console.log("All above cutoff, auto-success", resultDice);
return false;
} else if (this.allBelowCutOff(resultDice)) {
console.log("All below cutoff, auto-fail", resultDice);
return false;
}

// We should re-roll
return true;

}

roll (numToRoll: number): DiceResult {
let results: DiceResult = { total: 0, dice: [] };

@@ -266,48 +309,21 @@ class Asphodice extends D10 {
for (let i = 0; i < numToRoll; i++) {
results.dice.push(randIntMinOne(this.sides));
}

// Check for re-rolls
// 1. if no re-rolls we can finish here
if (!(results.dice.includes(this.passCrit) || results.dice.includes(this.failCrit))) {
// results.total = results.dice.reduce((acc: number, curr: number) => acc + curr);
results.reroll = false;
} else {
// count successes and fails
let rerollGood = countOccurrencesOfNumber(results.dice, this.passCrit);
let rerollBad = countOccurrencesOfNumber(results.dice, this.failCrit);
// 2. only reroll if they don't cancel each other out
if (rerollGood == rerollBad) {
// console.log("Good = Bad, no need to reroll");
results.reroll = false;
// results.total = results.dice.reduce((acc: number, curr: number) => acc + curr);
}
// If all dice are above/below cutoff we don't need to reroll
// 3a. Above
else if (this.allAboveCutOff(results.dice)) {
console.log("All above cutoff, auto-success", results.dice);
results.reroll = false;
}
// 3b. Below
else if (this.allBelowCutOff(results.dice)) {
console.log("All below cutoff, auto-fail", results.dice);
results.reroll = false;
}
// Reroll
else {
// Reminder: arr1 = arr2 is a copy by reference!
let olddice = results.dice.slice();
if (rerollGood > rerollBad) {
// Re-roll low (<6) dice for chance of success
results.dice = this.rerollLowDice(results.dice);
} else {
// Re-roll high (>=6) dice for chance of failure
results.dice = this.rerollHighDice(results.dice);
}
results.olddice = olddice;
results.reroll = true;
// Reroll?
if (this.rerollNeeded(results.dice)) {
// Reminder: arr1 = arr2 is a copy by reference!
let olddice = results.dice.slice();
let rerollGood = countOccurrencesOfNumber(olddice, this.passCrit);
let rerollBad = countOccurrencesOfNumber(olddice, this.failCrit);
if (rerollGood > rerollBad) {
// Re-roll low (<6) dice for chance of success
results.dice = this.rerollLowDice(results.dice);
} else {
// Re-roll high (>=6) dice for chance of failure
results.dice = this.rerollHighDice(results.dice);
}
results.olddice = olddice;
results.reroll = true;
}

results.balance = this.countOutcomeBalance(results.dice);


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