@@ -0,0 +1,379 @@ | |||
const util = require('util'); | |||
/** | |||
* Counts the occurrences of a number in an array of numbers | |||
* | |||
* @param inputArray - array of numbers | |||
* @param checkNumber - number to count occurrences of | |||
* @returns number of occurrences | |||
* | |||
*/ | |||
function countOccurrencesOfNumber(inputArray: Array<number>, checkNumber: number): number { | |||
return inputArray.filter(c => c === checkNumber).length; | |||
} | |||
/** | |||
* Generate a random integer between *1* and `max` (inclusive) | |||
* | |||
* @param max - upper bound of random integer to generate | |||
* @returns random integer | |||
*/ | |||
function randIntMinOne(max: number): number { | |||
return (1 + Math.floor(Math.random() * Math.floor(max))); | |||
} | |||
interface Dice { | |||
readonly sides: number; | |||
readonly type: string; | |||
} | |||
export enum Outcomes { | |||
Success = "Success", | |||
Fail = "Failure", | |||
CritSuccess = "Critical Success", | |||
CritFail = "Critical Failure", | |||
Other = "Something Else" | |||
} | |||
interface DiceResult { | |||
total: number; | |||
dice: Array<number>; | |||
olddice?: Array<number>; | |||
reroll?: boolean; | |||
outcome?: Outcomes; | |||
balance?: number; | |||
} | |||
interface ItemCount { | |||
item: string | number | Outcomes; | |||
count: number; | |||
} | |||
declare let ItemCountSet: Array<ItemCount>; | |||
/** | |||
* Simple d10, implements `roll()` | |||
*/ | |||
class D10 implements Dice { | |||
sides: number = 10; | |||
type: string = "d10" | |||
roll(numberToRoll: number): DiceResult { | |||
let results: DiceResult = { total: 0, dice: [] }; | |||
for (let i = 0; i < numberToRoll; i++) { | |||
results.dice.push(randIntMinOne(this.sides)); | |||
} | |||
results.total = results.dice.reduce((acc: number, curr: number) => acc + curr); | |||
return results; | |||
} | |||
[util.inspect.custom](): string { | |||
return this.type; | |||
} | |||
/** | |||
* Roll a specified number of dice | |||
* | |||
* @param numberToRoll - integer number of dice to roll | |||
* @returns DiceResult: .total and .dice (individual dice) | |||
* | |||
* @example Roll 4d10 | |||
* | |||
* ``` | |||
* D10.roll(4) | |||
* { total: 16, dice [ 3, 5, 6, 2] } | |||
* | |||
*/ | |||
} | |||
export class Asphodice extends D10 { | |||
readonly type: string = "asphodice"; | |||
readonly passCrit: number = 10; | |||
readonly failCrit: number = 1; | |||
readonly successCutOff: number = 6; // this or larger | |||
/** | |||
* Re-roll the high dice (ie >= 6) for a chance of failure | |||
* happens on eg 1 | |||
* | |||
* @remarks | |||
* Basically we want to remove a die from the original result, | |||
* as long as that die isn't a 10, and is above the | |||
* cutoff. So we filter to get rerollCandidates, find the | |||
* highest value and get the index of that value in the | |||
* original results. We use that to splice() out (remove) that | |||
* value and push the rerolled dice onto the modified array | |||
* | |||
* @param rerollDice | |||
* @returns rerollOutcome | |||
* | |||
* @example Re-roll High Dice on 1 | |||
* ``` | |||
* rerollHighDice([8, 1, 1, 4, 7, 10]); | |||
* [ 1, 1, 4, 7, 10, 6] | |||
* ``` | |||
* | |||
* ## Explanation | |||
* | |||
* - first filter dice to be not 10 and >= 6 (see {@link Asphodice.successCutOff}) | |||
* - rerollCandidates are [8, 7] | |||
* - max([8, 7] = 8 | |||
* - indexOf(8) = 0 | |||
* - rerollResult = 6 (see {@link randIntMinOne()}) | |||
* - `splice()` replaced dice out of array = [ 1, 1, 4, 7, 10 ] | |||
* - `push()` new dice = [ 1, 1, 4, 7, 10, 6] | |||
*/ | |||
rerollHighDice (rerollDice: Array<number>): Array<number> { | |||
let rerollCandidates: Array<number> = rerollDice.filter(die => (die < 10 && die >= this.successCutOff)); | |||
let maxValue: number = Math.max(...rerollCandidates); | |||
let maxIndex = rerollDice.indexOf(maxValue); | |||
let rerollResult: number = randIntMinOne(this.sides); | |||
rerollDice.splice(maxIndex, 1); | |||
rerollDice.push(rerollResult); | |||
return rerollDice | |||
} | |||
/** | |||
* Re-roll low dice (ie < 6) for chance of success (ie getting >= 6) | |||
* | |||
* @remarks | |||
* | |||
* Generally happens on a 10. | |||
* | |||
* @see {@link Asphodice.rerollHighDice} for a fuller explanation | |||
* for what process in opposite direction | |||
*/ | |||
rerollLowDice (rerollDice: Array<number>): Array<number> { | |||
let rerollCandidates: Array<number> = rerollDice.filter(die => (die > 1 && die < this.successCutOff)); | |||
let minValue: number = Math.min(...rerollCandidates); | |||
let minIndex = rerollDice.indexOf(minValue); | |||
let rerollResult: number = randIntMinOne(this.sides); | |||
rerollDice.splice(minIndex, 1); | |||
rerollDice.push(rerollResult); | |||
return rerollDice | |||
} | |||
/** | |||
* Used to determine if all dice are above Asphodice.successCutOff | |||
* | |||
* @param checkDice - Array of Dice to test | |||
* | |||
* @see {@link Asphodice.roll} where it is used to determine if | |||
* a re-roll can be skipped | |||
* | |||
* @see {@link allBelowCutOff} also. | |||
*/ | |||
allAboveCutOff (checkDice: Array<number>): boolean { | |||
// if filtering those *below* cutoff results in empty set | |||
// then all must be above cutoff | |||
return ((checkDice.filter(die => die < this.successCutOff).length == 0)); | |||
} | |||
/** | |||
* Used to determine if all dice are below Asphodice.successCutOff | |||
* | |||
* @param checkDice - Array of Dice to test | |||
* | |||
* @see {@link Asphodice.roll} where it is used to determine if | |||
* a re-roll can be skipped | |||
* | |||
* @see {@link allAboveCutOff} also. | |||
*/ | |||
allBelowCutOff (checkDice: Array<number>): boolean { | |||
// if filtering those *above or equal to* cutoff results in empty set | |||
// then all must be below cutoff | |||
return ((checkDice.filter(die => die >= this.successCutOff).length == 0)); | |||
} | |||
/** | |||
* Determine balance of outcomes - ie successes minus failures | |||
* | |||
* @remarks | |||
* | |||
* Success = 1, failure = -1 | |||
* | |||
* Particularly for Asphodice, we aren't terribly concerned with the | |||
* numeric sum total of the dice values, we are more concerned with | |||
* the overall outcome (see {@link Outcomes}) and for narrative purposes | |||
* perhaps the balance of outcomes; for example, 1 success may be | |||
* narrated differently than 4 successes. | |||
* | |||
* **Special note**: This ignores crits! **End special note** | |||
* | |||
* TODO: Special consideration of a single die roll (?) | |||
* | |||
* @param resultDice - the final dice after any re-rolls | |||
* @returns Single positive/negative number with balance of roll outcomes | |||
* | |||
* @example Count Outcomes of 5 Dice | |||
* ``` | |||
* countOutcomeBalance([ 7, 4, 4, 9, 1 ]) | |||
* -1 | |||
* ``` | |||
* | |||
* - 7 and 9 are above successCutOff → +2 | |||
* - 4, 4, 1 are below successCutOff → -3 | |||
*/ | |||
countOutcomeBalance (resultDice: Array<number>): number{ | |||
// fun with ternary operators | |||
return resultDice.reduce( | |||
(acc: number, curr: number) => | |||
{ return (curr < this.successCutOff) ? acc - 1 : acc + 1 }, | |||
0); | |||
// PS also good practice to supply initialValue (0) | |||
} | |||
/** | |||
* Determine and return outcome of roll | |||
* | |||
* @remarks | |||
* | |||
* Determines outcome as in "Success", "Failure", etc. Assumes that `resultDice` is | |||
* the 'final' result after any rerolls. | |||
* | |||
* @see {@link:countOutcomeBalance} | |||
*/ | |||
checkOutcome (resultDice: Array<number>): Outcomes{ | |||
// Note: currently, one success = Success, regardless of number of failures | |||
// TODO: Critical failures, once decided with Mao | |||
if (this.allBelowCutOff(resultDice)) { | |||
return Outcomes.Fail; | |||
} else { | |||
return Outcomes.Success; | |||
} | |||
} | |||
/** | |||
* 'Cancel out' reroll dice | |||
* | |||
* @remarks | |||
* | |||
* Helper function. | |||
* | |||
* **In the context of deciding a reroll only**, the reroll dice can | |||
* 'cancel' each other out. The dice themselves remain intact for the | |||
* purposes of determining the final outcome. | |||
* | |||
* @returns Filtered dice | |||
*/ | |||
cancelRerollDice (resultDice: Array<number>): Array<number> { | |||
// Naive approach for now: | |||
// - count 10s and 1s | |||
// - remove all 10s and 1s from input array | |||
// - re-add 10s/1s after 'cancelling' | |||
let tens = 0; | |||
let ones = 0; | |||
// count | |||
for (let die of resultDice) { | |||
if (die === 10) { | |||
tens++; | |||
} else if (die === 1) { | |||
ones++; | |||
} | |||
} | |||
// remove any reroll dice | |||
let outputDice = resultDice.filter( die => (die != 1 && die != 10) ); | |||
let balance = tens - ones; | |||
if (balance < 0) { | |||
// add balance of ones | |||
outputDice.push(...Array(Math.abs(balance)).fill(1)); | |||
} else if (balance > 0) { | |||
// add balance of tens | |||
outputDice.push(...Array(Math.abs(balance)).fill(10)); | |||
} | |||
return outputDice; | |||
} | |||
/** | |||
* 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{ | |||
// 'Cancel out' matching re-roll dice | |||
let cancelledDice = this.cancelRerollDice(resultDice); | |||
// 1. if no re-rolls we can finish here | |||
if (!(cancelledDice.includes(this.passCrit) || resultDice.includes(this.failCrit))) { | |||
return false; | |||
} | |||
// count successes and fails | |||
let rerollGood = countOccurrencesOfNumber(cancelledDice, this.passCrit); | |||
let rerollBad = countOccurrencesOfNumber(cancelledDice, this.failCrit); | |||
// 2. only reroll if they don't cancel each other out | |||
if (rerollGood == rerollBad) { | |||
return false; | |||
} | |||
// 3. If all dice are above/below cutoff we don't need to reroll | |||
if (this.allAboveCutOff(cancelledDice) || this.allBelowCutOff(cancelledDice)) { | |||
return false; | |||
} | |||
// We should re-roll | |||
return true; | |||
} | |||
/** | |||
* Roll an Asphodie or Asphodice | |||
* | |||
* @param numToRoll | |||
* @returns a {@link DiceResult} with additional properties: | |||
* - reroll: boolean - whether we rerolled | |||
* - olddice: Array - original roll | |||
* - dice: Array - final outcome | |||
* - balance: number - +/- of outcomes (successes/failures) | |||
*/ | |||
roll (numToRoll: number): DiceResult { | |||
let results: DiceResult = { total: 0, dice: [] }; | |||
// Initial roll | |||
for (let i = 0; i < numToRoll; i++) { | |||
results.dice.push(randIntMinOne(this.sides)); | |||
} | |||
// 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); | |||
results.total = results.dice.reduce((acc: number, curr: number) => acc + curr); | |||
// Finally, once we're done with rerolls etc, determine outcome | |||
results.outcome = this.checkOutcome(results.dice); | |||
return results; | |||
} | |||
} | |||
@@ -1,381 +1,4 @@ | |||
const util = require('util'); | |||
/** | |||
* Counts the occurrences of a number in an array of numbers | |||
* | |||
* @param inputArray - array of numbers | |||
* @param checkNumber - number to count occurrences of | |||
* @returns number of occurrences | |||
* | |||
*/ | |||
function countOccurrencesOfNumber(inputArray: Array<number>, checkNumber: number): number { | |||
return inputArray.filter(c => c === checkNumber).length; | |||
} | |||
/** | |||
* Generate a random integer between *1* and `max` (inclusive) | |||
* | |||
* @param max - upper bound of random integer to generate | |||
* @returns random integer | |||
*/ | |||
function randIntMinOne(max: number): number { | |||
return (1 + Math.floor(Math.random() * Math.floor(max))); | |||
} | |||
interface Dice { | |||
readonly sides: number; | |||
readonly type: string; | |||
} | |||
export enum Outcomes { | |||
Success = "Success", | |||
Fail = "Failure", | |||
CritSuccess = "Critical Success", | |||
CritFail = "Critical Failure", | |||
Other = "Something Else" | |||
} | |||
interface DiceResult { | |||
total: number; | |||
dice: Array<number>; | |||
olddice?: Array<number>; | |||
reroll?: boolean; | |||
outcome?: Outcomes; | |||
balance?: number; | |||
} | |||
interface ItemCount { | |||
item: string | number | Outcomes; | |||
count: number; | |||
} | |||
declare let ItemCountSet: Array<ItemCount>; | |||
/** | |||
* Simple d10, implements `roll()` | |||
*/ | |||
class D10 implements Dice { | |||
sides: number = 10; | |||
type: string = "d10" | |||
roll(numberToRoll: number): DiceResult { | |||
let results: DiceResult = { total: 0, dice: [] }; | |||
for (let i = 0; i < numberToRoll; i++) { | |||
results.dice.push(randIntMinOne(this.sides)); | |||
} | |||
results.total = results.dice.reduce((acc: number, curr: number) => acc + curr); | |||
return results; | |||
} | |||
[util.inspect.custom](): string { | |||
return this.type; | |||
} | |||
/** | |||
* Roll a specified number of dice | |||
* | |||
* @param numberToRoll - integer number of dice to roll | |||
* @returns DiceResult: .total and .dice (individual dice) | |||
* | |||
* @example Roll 4d10 | |||
* | |||
* ``` | |||
* D10.roll(4) | |||
* { total: 16, dice [ 3, 5, 6, 2] } | |||
* | |||
*/ | |||
} | |||
export class Asphodice extends D10 { | |||
readonly type: string = "asphodice"; | |||
readonly passCrit: number = 10; | |||
readonly failCrit: number = 1; | |||
readonly successCutOff: number = 6; // this or larger | |||
/** | |||
* Re-roll the high dice (ie >= 6) for a chance of failure | |||
* happens on eg 1 | |||
* | |||
* @remarks | |||
* Basically we want to remove a die from the original result, | |||
* as long as that die isn't a 10, and is above the | |||
* cutoff. So we filter to get rerollCandidates, find the | |||
* highest value and get the index of that value in the | |||
* original results. We use that to splice() out (remove) that | |||
* value and push the rerolled dice onto the modified array | |||
* | |||
* @param rerollDice | |||
* @returns rerollOutcome | |||
* | |||
* @example Re-roll High Dice on 1 | |||
* ``` | |||
* rerollHighDice([8, 1, 1, 4, 7, 10]); | |||
* [ 1, 1, 4, 7, 10, 6] | |||
* ``` | |||
* | |||
* ## Explanation | |||
* | |||
* - first filter dice to be not 10 and >= 6 (see {@link Asphodice.successCutOff}) | |||
* - rerollCandidates are [8, 7] | |||
* - max([8, 7] = 8 | |||
* - indexOf(8) = 0 | |||
* - rerollResult = 6 (see {@link randIntMinOne()}) | |||
* - `splice()` replaced dice out of array = [ 1, 1, 4, 7, 10 ] | |||
* - `push()` new dice = [ 1, 1, 4, 7, 10, 6] | |||
*/ | |||
rerollHighDice (rerollDice: Array<number>): Array<number> { | |||
let rerollCandidates: Array<number> = rerollDice.filter(die => (die < 10 && die >= this.successCutOff)); | |||
let maxValue: number = Math.max(...rerollCandidates); | |||
let maxIndex = rerollDice.indexOf(maxValue); | |||
let rerollResult: number = randIntMinOne(this.sides); | |||
rerollDice.splice(maxIndex, 1); | |||
rerollDice.push(rerollResult); | |||
return rerollDice | |||
} | |||
/** | |||
* Re-roll low dice (ie < 6) for chance of success (ie getting >= 6) | |||
* | |||
* @remarks | |||
* | |||
* Generally happens on a 10. | |||
* | |||
* @see {@link Asphodice.rerollHighDice} for a fuller explanation | |||
* for what process in opposite direction | |||
*/ | |||
rerollLowDice (rerollDice: Array<number>): Array<number> { | |||
let rerollCandidates: Array<number> = rerollDice.filter(die => (die > 1 && die < this.successCutOff)); | |||
let minValue: number = Math.min(...rerollCandidates); | |||
let minIndex = rerollDice.indexOf(minValue); | |||
let rerollResult: number = randIntMinOne(this.sides); | |||
rerollDice.splice(minIndex, 1); | |||
rerollDice.push(rerollResult); | |||
return rerollDice | |||
} | |||
/** | |||
* Used to determine if all dice are above Asphodice.successCutOff | |||
* | |||
* @param checkDice - Array of Dice to test | |||
* | |||
* @see {@link Asphodice.roll} where it is used to determine if | |||
* a re-roll can be skipped | |||
* | |||
* @see {@link allBelowCutOff} also. | |||
*/ | |||
allAboveCutOff (checkDice: Array<number>): boolean { | |||
// if filtering those *below* cutoff results in empty set | |||
// then all must be above cutoff | |||
return ((checkDice.filter(die => die < this.successCutOff).length == 0)); | |||
} | |||
/** | |||
* Used to determine if all dice are below Asphodice.successCutOff | |||
* | |||
* @param checkDice - Array of Dice to test | |||
* | |||
* @see {@link Asphodice.roll} where it is used to determine if | |||
* a re-roll can be skipped | |||
* | |||
* @see {@link allAboveCutOff} also. | |||
*/ | |||
allBelowCutOff (checkDice: Array<number>): boolean { | |||
// if filtering those *above or equal to* cutoff results in empty set | |||
// then all must be below cutoff | |||
return ((checkDice.filter(die => die >= this.successCutOff).length == 0)); | |||
} | |||
/** | |||
* Determine balance of outcomes - ie successes minus failures | |||
* | |||
* @remarks | |||
* | |||
* Success = 1, failure = -1 | |||
* | |||
* Particularly for Asphodice, we aren't terribly concerned with the | |||
* numeric sum total of the dice values, we are more concerned with | |||
* the overall outcome (see {@link Outcomes}) and for narrative purposes | |||
* perhaps the balance of outcomes; for example, 1 success may be | |||
* narrated differently than 4 successes. | |||
* | |||
* **Special note**: This ignores crits! **End special note** | |||
* | |||
* TODO: Special consideration of a single die roll (?) | |||
* | |||
* @param resultDice - the final dice after any re-rolls | |||
* @returns Single positive/negative number with balance of roll outcomes | |||
* | |||
* @example Count Outcomes of 5 Dice | |||
* ``` | |||
* countOutcomeBalance([ 7, 4, 4, 9, 1 ]) | |||
* -1 | |||
* ``` | |||
* | |||
* - 7 and 9 are above successCutOff → +2 | |||
* - 4, 4, 1 are below successCutOff → -3 | |||
*/ | |||
countOutcomeBalance (resultDice: Array<number>): number{ | |||
// fun with ternary operators | |||
return resultDice.reduce( | |||
(acc: number, curr: number) => | |||
{ return (curr < this.successCutOff) ? acc - 1 : acc + 1 }, | |||
0); | |||
// PS also good practice to supply initialValue (0) | |||
} | |||
/** | |||
* Determine and return outcome of roll | |||
* | |||
* @remarks | |||
* | |||
* Determines outcome as in "Success", "Failure", etc. Assumes that `resultDice` is | |||
* the 'final' result after any rerolls. | |||
* | |||
* @see {@link:countOutcomeBalance} | |||
*/ | |||
checkOutcome (resultDice: Array<number>): Outcomes{ | |||
// Note: currently, one success = Success, regardless of number of failures | |||
// TODO: Critical failures, once decided with Mao | |||
if (this.allBelowCutOff(resultDice)) { | |||
return Outcomes.Fail; | |||
} else { | |||
return Outcomes.Success; | |||
} | |||
} | |||
/** | |||
* 'Cancel out' reroll dice | |||
* | |||
* @remarks | |||
* | |||
* Helper function. | |||
* | |||
* **In the context of deciding a reroll only**, the reroll dice can | |||
* 'cancel' each other out. The dice themselves remain intact for the | |||
* purposes of determining the final outcome. | |||
* | |||
* @returns Filtered dice | |||
*/ | |||
cancelRerollDice (resultDice: Array<number>): Array<number> { | |||
// Naive approach for now: | |||
// - count 10s and 1s | |||
// - remove all 10s and 1s from input array | |||
// - re-add 10s/1s after 'cancelling' | |||
let tens = 0; | |||
let ones = 0; | |||
// count | |||
for (let die of resultDice) { | |||
if (die === 10) { | |||
tens++; | |||
} else if (die === 1) { | |||
ones++; | |||
} | |||
} | |||
// remove any reroll dice | |||
let outputDice = resultDice.filter( die => (die != 1 && die != 10) ); | |||
let balance = tens - ones; | |||
if (balance < 0) { | |||
// add balance of ones | |||
outputDice.push(...Array(Math.abs(balance)).fill(1)); | |||
} else if (balance > 0) { | |||
// add balance of tens | |||
outputDice.push(...Array(Math.abs(balance)).fill(10)); | |||
} | |||
return outputDice; | |||
} | |||
/** | |||
* 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{ | |||
// 'Cancel out' matching re-roll dice | |||
let cancelledDice = this.cancelRerollDice(resultDice); | |||
// 1. if no re-rolls we can finish here | |||
if (!(cancelledDice.includes(this.passCrit) || resultDice.includes(this.failCrit))) { | |||
return false; | |||
} | |||
// count successes and fails | |||
let rerollGood = countOccurrencesOfNumber(cancelledDice, this.passCrit); | |||
let rerollBad = countOccurrencesOfNumber(cancelledDice, this.failCrit); | |||
// 2. only reroll if they don't cancel each other out | |||
if (rerollGood == rerollBad) { | |||
return false; | |||
} | |||
// 3. If all dice are above/below cutoff we don't need to reroll | |||
if (this.allAboveCutOff(cancelledDice) || this.allBelowCutOff(cancelledDice)) { | |||
return false; | |||
} | |||
// We should re-roll | |||
return true; | |||
} | |||
/** | |||
* Roll an Asphodie or Asphodice | |||
* | |||
* @param numToRoll | |||
* @returns a {@link DiceResult} with additional properties: | |||
* - reroll: boolean - whether we rerolled | |||
* - olddice: Array - original roll | |||
* - dice: Array - final outcome | |||
* - balance: number - +/- of outcomes (successes/failures) | |||
*/ | |||
roll (numToRoll: number): DiceResult { | |||
let results: DiceResult = { total: 0, dice: [] }; | |||
// Initial roll | |||
for (let i = 0; i < numToRoll; i++) { | |||
results.dice.push(randIntMinOne(this.sides)); | |||
} | |||
// 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); | |||
results.total = results.dice.reduce((acc: number, curr: number) => acc + curr); | |||
// Finally, once we're done with rerolls etc, determine outcome | |||
results.outcome = this.checkOutcome(results.dice); | |||
return results; | |||
} | |||
} | |||
import { Asphodice } from "./asphodice"; | |||
let asphodice: Asphodice = new Asphodice(); | |||
let number: number = 4; | |||
@@ -1,5 +1,5 @@ | |||
import { Asphodice } from "../dice"; | |||
import { Outcomes } from "../dice"; | |||
import { Asphodice } from "../asphodice"; | |||
import { Outcomes } from "../asphodice"; | |||
import { expect } from 'chai'; | |||
import 'mocha'; | |||