Dice Syntax Godot4
by OganM
dice_syntax_gd
Table of Contents
- Basic Usage
- Probability Calculations
- Rolling from probabilities
- Supported Syntax
- Order of operations
- Error handling
- Breaking changes
- License
Basic Usage
This addon adds the dice_syntax
class, only populated with static functions. Simplest
way to use involves using dice_syntax.roll
with a string and a RandomNumberGenerator
as an input.
var rng = RandomNumberGenerator.new()
print(dice_syntax.roll('4d6k3',rng)) # roll 4d6, keep the highest 3
{result:11, rolls:[{error:false, msg:[], dice:[6, 4, 1], drop:[1], result:11}], error:false, msg:[]}
The output is a Dictionary
where result
is the sum of all the dice rolled while rolls
includes additional details about the roll.
Alternatively dice parsing and rolling can be separated from each other. You can use
this if you run into bottlenecks since parsing is more expensive than rolling.
var rng = RandomNumberGenerator.new()
var parsed_dice = dice_syntax.dice_parser('4d6k3')
print(dice_syntax.roll_parsed(parsed_dice,rng))
{result:11, rolls:[{error:false, msg:[], dice:[6, 4, 1], drop:[1], result:11}], error:false, msg:[]}
In addition to it's own syntax, the input will be parsed into an Expression
so arbitrary operations can be performed on the dice rolled.
var rng = RandomNumberGenerator.new()
print(dice_syntax.roll('2d6/1d2',rng))
{result:3.5, rolls:[{error:false, msg:[], dice:[6, 1], drop:[], result:7}, {error:false, msg:[], dice:[2], drop:[], result:2}], error:false, msg:[]}
Probability Calculations
You can calculate probabilities for a given dice roll.
print(dice_syntax.dice_probs('4d6d1'))
{3:0.00077160493827, 4:0.00308641975309, 5:0.00771604938272, 6:0.0162037037037, 7:0.02932098765432, 8:0.04783950617284, 9:0.07021604938272, 10:0.09413580246914, 11:0.1141975308642, 12:0.12885802469136, 13:0.13271604938272, 14:0.12345679012346, 15:0.10108024691358, 16:0.07253086419753, 17:0.04166666666667, 18:0.0162037037037}
Use dice_syntax.expected_value
to get the mean result
var probs = dice_syntax.dice_probs('4d6d1')
print(dice_syntax.expected_value(probs))
12.244599
As with rolling you can separate parsing and calculation of probabilities.
var parsed_dice = dice_syntax.dice_parser('4d6d1')
print(dice_syntax.parsed_dice_probs(parsed_dice))
{3:0.00077160493827, 4:0.00308641975309, 5:0.00771604938272, 6:0.0162037037037, 7:0.02932098765432, 8:0.04783950617284, 9:0.07021604938272, 10:0.09413580246914, 11:0.1141975308642, 12:0.12885802469136, 13:0.13271604938272, 14:0.12345679012346, 15:0.10108024691358, 16:0.07253086419753, 17:0.04166666666667, 18:0.0162037037037}
Rolling from probabilities
Random numbers can be generated from arbitrary dictionaries that include keys as outcomes
and values as weights, matching the output of probability calculation functions.
var dict = {1:0.5,2:0.5}
print(dice_syntax.roll_from_probs(dict,rng,10))
[2, 2, 1, 2, 2, 1, 1, 2, 1, 1]
var probs = dice_syntax.dice_probs('1d2')
print(dice_syntax.roll_from_probs(probs,rng,10))
[2, 1, 1, 2, 1, 1, 1, 1, 1, 2]
Supported Syntax
4d6
: roll 4 six sided dice4d6s
: roll 4d6 sort the results4d6s>5
: roll 4d6s return the number of 5s and 6s ("s" means success in this context)4d6s>5f1
: roll 4d6s count all 5s and 6s, substract the number of 1s4d6+2d5/2
: perform arbitrary mathematical operations. The statements are turned into Expressions so everything supported by them will work fine. Note that the result will be the data type returned by execution of the expression. Often a float.4d6d1
: roll 4d6, drop the lowest one4d6dh1
: roll 4d6, drop the highest one4d6k1
: roll 4d6, keep the highest one4d6kl1:
roll 4d6, keep the lowest one4d6d=1:
roll 4d6s drop all 1s4d6k>5:
roll 4d6s keep only 5s and 6s4d6d<2:
roll 4d6s drop all 1s and 2s4d6r1
: roll 4d6 reroll all 1s (1 is not a possible result)4d6ro1
: roll 4d6 reroll 1s once4d6r<2
: roll 4d6 reroll all 1s and 2s (not possible results)4d6ro<2
: roll 4d6 reroll1s and 2s once4d6!
: roll 4d6 explode 6s (for every six, roll again until a non six is rolled, add them to the rolls. The output will have variable number of dice)4d6!!
: roll 4d6 compound 6s (for every six, roll again until a non six is rolled, combined them into a single roll in the output. The output will have 4 dice)4d6!>5
: roll 4d6 explode 5s and 6s
Order of operations
There is a set order of operations in the current parser that cannot be altered. Which
means regardless if one writes "4d6ro1d1" or "4d6d1ro1" You will always roll 4d6s,
reroll any 1s then drop the lowest result. I am planning to implement a sequential
alternative but current order of operations is:
- reroll ("r")
- reroll once ("ro")
- explode ("!")
- compound ("!!")
- drop/keep highest lowest ("d/k(h/l)")
- drop/keep specific dice ("d/k(</>/=)[number]")
- Count success/failures if requested ("s/f(</>/=)[number]")
Error handling
If the parser fails to parse any component of the dice, you will get a console error
which is also added to the output object
print(dice_syntax.roll("help i'm trapped in a dice factory+1d6",rng))
{result:0, rolls:[{error:false, msg:[], dice:[2], drop:[], result:2}], error:true, msg:[Expression fails to execute]}
Note that the final result will be set to 0 even if part of the dice was able to be rolled.
print(dice_syntax.roll("1d1r1+1d6",rng)) # first dice will return an error since all possible outcomes are rerolled.
{result:0, rolls:[{error:true, msg:[Invalid dice: No possible results], dice:[], drop:[], result:0}, {error:false, msg:[], dice:[1], drop:[], result:1}], error:true, msg:[Invalid dice: No possible results]}
Probability calculations will return a {0:1}
if the input dice contains an error
print(dice_syntax.dice_probs("help i'm trapped in a dice factory+1d6"))
{0:1}
Breaking changes
Breaking changes 2.2.2 to 3.0
- The syntax is checked more rigidly in this version, preventing inclusion of meaningless
symbols within dice strings. Nothing should break if inteded functionality was being
used. - The parser checks for using invalid numeric notations normally accepted by godot
Expressions
. A meaningless string like "5random_letters" no longer resolved to 5.
(Related to this Godot issue) - "s" followed by a range indicator is now used to count successes. s that is not followed
by a range indicator still sorts the dice. This should not effect any previously valid
dice notation. - Minor changes to error messages
Breaking changes 1.1 to 2.0
Some function names are changed and a few moved to non-exposed files to make
things clearer for the end user. The new format can be considered stable
comp_dice_parser
is nowdice_parser
roll_comp
is nowroll_parsed
comp_dice_probs
is nowparsed_dice_probs
License
This project is released under MIT license
The icon included is created by Delapouite under CC BY 3.0, taken from https://game-icons.net/
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Support
If you need help or have questions about this plugin, please contact the author.
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