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view orpg/dieroller/dieroller.txt @ 21:fdd70f11bc7e traipse_dev
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author | sirebral |
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date | Sat, 25 Jul 2009 19:28:21 -0500 |
parents | 4385a7d0efd1 |
children | bf799efe7a8a |
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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 ::= < | > | <= | >= | => | =< | = | ==