Mercurial > traipse_dev
diff orpg/dieroller/dieroller.txt @ 156:3b6888bb53b5 beta
Traipse Beta 'OpenRPG' {091125-02}
Traipse is a distribution of OpenRPG that is designed to be easy to setup and go.
Traipse also makes it easy for developers to work on code without fear of
sacrifice. 'Ornery-Orc' continues the trend of 'Grumpy' and adds fixes to the
code. 'Ornery-Orc's main goal is to offer more advanced features and enhance the
productivity of the user.
Update Summary (Beta)
Added Bookmarks
Fix to Remote Admin Commands
Minor fix to text based Server
Fix to Pretty Print, from Core
Fix to Splitter Nodes not being created
Fix to massive amounts of images loading, from Core
Added 'boot' command to remote admin
Added confirmation window for sent nodes
Minor changes to allow for portability to an OpenSUSE linux OS
Miniatures Layer pop up box allows users to turn off Mini labels, from FlexiRPG
Zoom Mouse plugin added
Images added to Plugin UI
Switching to Element Tree
Map efficiency, from FlexiRPG
Added Status Bar to Update Manager
default_manifest.xml renamed to default_upmana.xml
Cleaner clode for saved repositories
New TrueDebug Class in orpg_log (See documentation for usage)
Mercurial's hgweb folder is ported to upmana
Pretty important update that can help remove thousands of dead children from your
gametree.
Children, <forms />, <group_atts />, <horizontal />, <cols />, <rows />, <height
/>, etc... are all tags now. Check your gametree and look for dead children!!
New Gametree Recursion method, mapping, and context sensitivity. !Infinite Loops
return error instead of freezing the software!
New Syntax added for custom PC sheets
Tip of the Day added, from Core and community
Fixed Whiteboard ID to prevent random line or text deleting. Modified ID's to
prevent non updated clients from ruining the fix.
author | sirebral |
---|---|
date | Wed, 25 Nov 2009 12:34:04 -0600 |
parents | 4385a7d0efd1 |
children |
line wrap: on
line diff
--- a/orpg/dieroller/dieroller.txt Wed Nov 25 06:51:50 2009 -0600 +++ b/orpg/dieroller/dieroller.txt Wed Nov 25 12:34:04 2009 -0600 @@ -1,309 +1,309 @@ -The New Dicing System: A Proposal for OpenRPG ----------------------------------------------- - -The current dice system for OpenRPG has several limitations. Foremost -among these are the fact that adding a new, non-standard dicing mechanism -requires editing of the basic dice code. There are several secondary -limitations, such as the fact that while the dice system can handle math, -it cannot be used as a calculator -- it will not allow expressions that do -not involve dice. - -This proposal is for a new dicing system to replace the current one in -OpenRPG. Since the dicing system is something that users will interact -with frequently, a new system needs to be considered carefully. This -document attempts to describe the new dicing system so that such -consideration can be given to it. It is expected that this document will -grow and change as it is scrutinized. - - -Design goals for this dicing system: - - 1. Should be easy for new users to get started with, based on knowing - standard RPG dice notation (NdX) and basic math. - - 2. Should, as far as practical, maintain compatibility with existing - character sheets, etc., that use the current dice system. - - 3. Should allow users to create new dice types and new ways of - counting dice. Ideally, this should not require programming, except - in exceptional cases. - - 4. The dice system should be usable for doing basic math that does - not involve dice. - - 5. The dice system should be able to handle most current RPG dicing - systems. - -Things this dicing system is designed to NOT do: - - 1. Be a programming language. There are no facilities in it for - user input, output formatting, loops, if-then-else, or similar - things. If these are desired for something involving dice, an - appropriate node and nodehandler can be created. - - 2. Handle all theoretically possible dicing systems without the - need for programming plugins. First off, this is impossible. - Second, even making an attempt to would require supporting - dicing methods that don't actually turn up in any real game. - - 3. Handle floating-point math. I don't know of any systems that - use it in their dice schemes right now. If there are some, - we might have to consider adding it. - - -Syntax Specification - -What follows is a BNF specification for the proposed dicing system, with -explanatory text interleaved. At the end of this document is a copy of -the BNF with no explanations, for those who would like to look at it "all -together". Note that BNF describes only syntax, and not semantics; thus, -while anything generated with this grammar should be syntactically correct, -that doesn't mean it will make sense or be allowed. - - -dice string ::= <expression> - <expression> of <comparison> | <comparison> - -This is the top level. The major thing of note here is that comparisons -only occur at this level. This is intentional; the result of a comparison -is a boolean true/false flag rather than a number. Thus, it makes no -sense to allow people to perform further numerical operations on the -result of a comparison. Systems where dice are triggered by the results -of other dice are left for the realm of plugins. - - -comparison ::= <expression> <relation> <expression> - -expression ::= <factor> | <factor> <low-op> <factor> - -The separation into "low-op" and "high-op" of the operators is to allow -order of operations to be handled more easily. Syntactically, it's not -really necessary, but it should be helpful in implementation. - - -factor :: = <term> | <term> <high-op> <term> | - <multi-dice> | <multi-dice> <high-op> <term> | - <term> <high-op> <multi-dice> - -Here we start to hit some complication. The intent of the different -entries for multi-dice is that we don't want to allow things like -[3d6 each * 2d6 each]. We are *not* doing vector multiplication! -The "expression" level doesn't have any such limitation on syntax; -things like [3d6 each + 2d6 each] we'll have to either think of a -logical way to handle, or disallow on a semantic level. (Well... I -suppose it could be handled in the BNF, but I think it would get -kind of messy.) - - -term ::= <dice> | <unit> - -unit ::= <number> | ( <expression> ) - -Dice are not considered a unit. This means that things like [3d6d10] can't -be done without using parentheses. I consider that to be a win for -clarity. - - -dice ::= <unit>d<unit> | <unit>d<name> | <dice> <flag> | lastroll - -The <name> entry here allows for user-created dice (in the syntax, at -least...). - - -multi-dice ::= ( <dice>, <dice>+ ) | # (1d6,1d8) - <dice> each | # 3d6 each - ( <expression> of <expression> ) | # (3 of 2d6) - lastroll | # lastroll - <multi-dice> <flag> # (3 of 2d6) best 2 - -"lastroll" by itself can be either dice or multi-dice. I'm thinking that it - -should be whatever type the last roll was. - - -flag ::= reroll <condition> | # repeats - reroll <slice> | # once only - grow <condition> | # reroll and add - shrink <condition> | # reroll and subtract - drop <condition> | - drop <slice> | - take <condition> | - take <slice> | - <slice> | # implied "take" - <name> <condition> | # user-created - <name> # user-created - -Technically, we don't need both "drop" and "take" -- one implies the -other. However, having both should make the language easier to use. - -"reroll" will work differently depending on whether a condition or a -slice is given. If a condition is given, it will reroll until none of -the dice in the set meet the reroll condition (or until it hits a maximum -allowed number of rerolls). If a slice is given, it will reroll those -dice once. IMHO, this behavior makes the most sense. - -The <name> entries here are to allow for user-created flags. Note that -as I've specified things right now, a user-created flag can have a - condition, -but not a slice. That's mostly because I couldn't think of a case where -a slice would be useful... should we add it anyways? - - -slice ::= highest | lowest | highest <number> | lowest <number> - -"highest" and "lowest" without a number are equivalent to doing them with -1 as the number. This is to simplify things like [4d6 drop lowest]. - - -condition ::= <relation> <unit> - -This is for conditions on flags. Note that it can take a unit, so you could - -use dice in a condition; however, I think the unit should only be evaluated - -once, to make things faster. Anyone for repetitive evaluation? - - -low-op ::= + | - | min | max - -"min" takes two values and returns the highest of them, and "max" -returns the lowest of them. This might seem counterintuitive, but -it's meant to be used with dice, like so: - - 3d6 min 8 - always returns 8 or higher - - 3d6 max 15 - always returns 15 or lower - -I decided to put min and max as having the same precedence as + and -, -because if they had higher precedence, then: - - 3d6+2 min 10 - -would be equivalent to 3d6+10. (It would take the max of 2 and 10, then -add that to 3d6). One problem that does arise here is with multiplication -and division: [1d6 min 5 * 2] will be equivalent to [1d6 min 10], since -multiplication has higher precedence. We may just want to warn people -that min and max can be screwy unless you parenthesize, unless someone can -think of a better way to handle them. - - -high-op ::= * | / | mod - -The / is integer division, of course, since we're doing integer math. - - -number ::= <digit>+ | -<digit>+ - -Positive and negative numbers are allowed. This means that, syntactically, -[-2d-4] is legal. Do we want to modify the BNF to disallow this, or handle -it on a semantic level? - - -name ::= <letter>[<letter>|<digit>]* - -We may want to expand to allow underscores and dashes in user-created names. - - - -letter ::= A-Z | a-z - -digit ::= 0-9 - -relation ::= < | > | <= | >= | => | =< | = | == - - - -Well, that's the BNF. Again, at the end is a copy without all the running -commentary. - - -Thoughts on Implementation: - -First, I think a sort of "dice library" of common functions needs to be -created. This would include rolling a set of dice, getting the highest -of a group of dice, growing and shrinking dice from a set based on -conditions, and so on. These functions should be available for use by -custom-written dice types. - -Next, that library should be used as a tool in implementing a dice-string -interpreter. That will require creating a parser for the dice-string -'language'. This could be either a custom-written parser, or possibly -one created with some of the Python parser generators. A custom-written -parser may take longer to do and be a bit more finicky to maintain, but -it would remove a dependency from the code. - -User-created flags and dice types could be supported in two ways: - - - First, by allowing users to specify strings in the dice language - that the flags/expressions would expand to -- basically, allowing - dice macros. - - - Second, by adding hooks for python modules to be associated with - user-created dice or flag types. This is likely to be the more - complicated of the two solutions, but it would also be more - flexible. - -Personally, I think both are desirable -- the first, so that -non-programming users can create simple die and flag types. The -second, because by design, there are some things this dice system -just won't do. - - -Further work needed: - - - specs for the "dice library" - - - specs on an interface for python modules meant to be dice and - flag types. - ----------------------------------------------------------------- - -start ::= <expression> | - <comparison> - -comparison ::= <expression> <condition> - -expression ::= <term> | <term> <low-op> <factor> - -term ::= <factor> | <factor> <high-op> <unit> - -factor ::= <atom> | <dice_set> - -atom ::= <number> | ( <expression> ) - -dice_set ::= <dice> <dice_set>, <dice> | <expr> of <dice> | <dice> each | - lastroll - -dice ::= <atom>d<atom> | <atom>d<name> | <dice> <flag> - -flag ::= reroll <condition> | - reroll <slice> | - grow <condition> | - shrink <condition> | - drop <condition> | - drop <slice> | - take <condition> | - take <slice> | - <slice> | - <name> <condition> | - <name> <slice> | - <name> - -slice ::= highest | lowest | highest <number> | lowest <number> - -condition ::= <relation> <unit> - -low-op ::= + | - - -high-op ::= * | / | mod| max | min - -number ::= <digit>+ | -<digit>+ - -name ::= <letter>[<letter>|<digit>]* - -letter ::= A-Z | a-z - -digit ::= 0-9 - -relation ::= < | > | <= | >= | => | =< | = | == - +The New Dicing System: A Proposal for OpenRPG +---------------------------------------------- + +The current dice system for OpenRPG has several limitations. Foremost +among these are the fact that adding a new, non-standard dicing mechanism +requires editing of the basic dice code. There are several secondary +limitations, such as the fact that while the dice system can handle math, +it cannot be used as a calculator -- it will not allow expressions that do +not involve dice. + +This proposal is for a new dicing system to replace the current one in +OpenRPG. Since the dicing system is something that users will interact +with frequently, a new system needs to be considered carefully. This +document attempts to describe the new dicing system so that such +consideration can be given to it. It is expected that this document will +grow and change as it is scrutinized. + + +Design goals for this dicing system: + + 1. Should be easy for new users to get started with, based on knowing + standard RPG dice notation (NdX) and basic math. + + 2. Should, as far as practical, maintain compatibility with existing + character sheets, etc., that use the current dice system. + + 3. Should allow users to create new dice types and new ways of + counting dice. Ideally, this should not require programming, except + in exceptional cases. + + 4. The dice system should be usable for doing basic math that does + not involve dice. + + 5. The dice system should be able to handle most current RPG dicing + systems. + +Things this dicing system is designed to NOT do: + + 1. Be a programming language. There are no facilities in it for + user input, output formatting, loops, if-then-else, or similar + things. If these are desired for something involving dice, an + appropriate node and nodehandler can be created. + + 2. Handle all theoretically possible dicing systems without the + need for programming plugins. First off, this is impossible. + Second, even making an attempt to would require supporting + dicing methods that don't actually turn up in any real game. + + 3. Handle floating-point math. I don't know of any systems that + use it in their dice schemes right now. If there are some, + we might have to consider adding it. + + +Syntax Specification + +What follows is a BNF specification for the proposed dicing system, with +explanatory text interleaved. At the end of this document is a copy of +the BNF with no explanations, for those who would like to look at it "all +together". Note that BNF describes only syntax, and not semantics; thus, +while anything generated with this grammar should be syntactically correct, +that doesn't mean it will make sense or be allowed. + + +dice string ::= <expression> + <expression> of <comparison> | <comparison> + +This is the top level. The major thing of note here is that comparisons +only occur at this level. This is intentional; the result of a comparison +is a boolean true/false flag rather than a number. Thus, it makes no +sense to allow people to perform further numerical operations on the +result of a comparison. Systems where dice are triggered by the results +of other dice are left for the realm of plugins. + + +comparison ::= <expression> <relation> <expression> + +expression ::= <factor> | <factor> <low-op> <factor> + +The separation into "low-op" and "high-op" of the operators is to allow +order of operations to be handled more easily. Syntactically, it's not +really necessary, but it should be helpful in implementation. + + +factor :: = <term> | <term> <high-op> <term> | + <multi-dice> | <multi-dice> <high-op> <term> | + <term> <high-op> <multi-dice> + +Here we start to hit some complication. The intent of the different +entries for multi-dice is that we don't want to allow things like +[3d6 each * 2d6 each]. We are *not* doing vector multiplication! +The "expression" level doesn't have any such limitation on syntax; +things like [3d6 each + 2d6 each] we'll have to either think of a +logical way to handle, or disallow on a semantic level. (Well... I +suppose it could be handled in the BNF, but I think it would get +kind of messy.) + + +term ::= <dice> | <unit> + +unit ::= <number> | ( <expression> ) + +Dice are not considered a unit. This means that things like [3d6d10] can't +be done without using parentheses. I consider that to be a win for +clarity. + + +dice ::= <unit>d<unit> | <unit>d<name> | <dice> <flag> | lastroll + +The <name> entry here allows for user-created dice (in the syntax, at +least...). + + +multi-dice ::= ( <dice>, <dice>+ ) | # (1d6,1d8) + <dice> each | # 3d6 each + ( <expression> of <expression> ) | # (3 of 2d6) + lastroll | # lastroll + <multi-dice> <flag> # (3 of 2d6) best 2 + +"lastroll" by itself can be either dice or multi-dice. I'm thinking that it + +should be whatever type the last roll was. + + +flag ::= reroll <condition> | # repeats + reroll <slice> | # once only + grow <condition> | # reroll and add + shrink <condition> | # reroll and subtract + drop <condition> | + drop <slice> | + take <condition> | + take <slice> | + <slice> | # implied "take" + <name> <condition> | # user-created + <name> # user-created + +Technically, we don't need both "drop" and "take" -- one implies the +other. However, having both should make the language easier to use. + +"reroll" will work differently depending on whether a condition or a +slice is given. If a condition is given, it will reroll until none of +the dice in the set meet the reroll condition (or until it hits a maximum +allowed number of rerolls). If a slice is given, it will reroll those +dice once. IMHO, this behavior makes the most sense. + +The <name> entries here are to allow for user-created flags. Note that +as I've specified things right now, a user-created flag can have a + condition, +but not a slice. That's mostly because I couldn't think of a case where +a slice would be useful... should we add it anyways? + + +slice ::= highest | lowest | highest <number> | lowest <number> + +"highest" and "lowest" without a number are equivalent to doing them with +1 as the number. This is to simplify things like [4d6 drop lowest]. + + +condition ::= <relation> <unit> + +This is for conditions on flags. Note that it can take a unit, so you could + +use dice in a condition; however, I think the unit should only be evaluated + +once, to make things faster. Anyone for repetitive evaluation? + + +low-op ::= + | - | min | max + +"min" takes two values and returns the highest of them, and "max" +returns the lowest of them. This might seem counterintuitive, but +it's meant to be used with dice, like so: + + 3d6 min 8 - always returns 8 or higher + + 3d6 max 15 - always returns 15 or lower + +I decided to put min and max as having the same precedence as + and -, +because if they had higher precedence, then: + + 3d6+2 min 10 + +would be equivalent to 3d6+10. (It would take the max of 2 and 10, then +add that to 3d6). One problem that does arise here is with multiplication +and division: [1d6 min 5 * 2] will be equivalent to [1d6 min 10], since +multiplication has higher precedence. We may just want to warn people +that min and max can be screwy unless you parenthesize, unless someone can +think of a better way to handle them. + + +high-op ::= * | / | mod + +The / is integer division, of course, since we're doing integer math. + + +number ::= <digit>+ | -<digit>+ + +Positive and negative numbers are allowed. This means that, syntactically, +[-2d-4] is legal. Do we want to modify the BNF to disallow this, or handle +it on a semantic level? + + +name ::= <letter>[<letter>|<digit>]* + +We may want to expand to allow underscores and dashes in user-created names. + + + +letter ::= A-Z | a-z + +digit ::= 0-9 + +relation ::= < | > | <= | >= | => | =< | = | == + + + +Well, that's the BNF. Again, at the end is a copy without all the running +commentary. + + +Thoughts on Implementation: + +First, I think a sort of "dice library" of common functions needs to be +created. This would include rolling a set of dice, getting the highest +of a group of dice, growing and shrinking dice from a set based on +conditions, and so on. These functions should be available for use by +custom-written dice types. + +Next, that library should be used as a tool in implementing a dice-string +interpreter. That will require creating a parser for the dice-string +'language'. This could be either a custom-written parser, or possibly +one created with some of the Python parser generators. A custom-written +parser may take longer to do and be a bit more finicky to maintain, but +it would remove a dependency from the code. + +User-created flags and dice types could be supported in two ways: + + - First, by allowing users to specify strings in the dice language + that the flags/expressions would expand to -- basically, allowing + dice macros. + + - Second, by adding hooks for python modules to be associated with + user-created dice or flag types. This is likely to be the more + complicated of the two solutions, but it would also be more + flexible. + +Personally, I think both are desirable -- the first, so that +non-programming users can create simple die and flag types. The +second, because by design, there are some things this dice system +just won't do. + + +Further work needed: + + - specs for the "dice library" + + - specs on an interface for python modules meant to be dice and + flag types. + +---------------------------------------------------------------- + +start ::= <expression> | + <comparison> + +comparison ::= <expression> <condition> + +expression ::= <term> | <term> <low-op> <factor> + +term ::= <factor> | <factor> <high-op> <unit> + +factor ::= <atom> | <dice_set> + +atom ::= <number> | ( <expression> ) + +dice_set ::= <dice> <dice_set>, <dice> | <expr> of <dice> | <dice> each | + lastroll + +dice ::= <atom>d<atom> | <atom>d<name> | <dice> <flag> + +flag ::= reroll <condition> | + reroll <slice> | + grow <condition> | + shrink <condition> | + drop <condition> | + drop <slice> | + take <condition> | + take <slice> | + <slice> | + <name> <condition> | + <name> <slice> | + <name> + +slice ::= highest | lowest | highest <number> | lowest <number> + +condition ::= <relation> <unit> + +low-op ::= + | - + +high-op ::= * | / | mod| max | min + +number ::= <digit>+ | -<digit>+ + +name ::= <letter>[<letter>|<digit>]* + +letter ::= A-Z | a-z + +digit ::= 0-9 + +relation ::= < | > | <= | >= | => | =< | = | == +