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Traipse Beta 'OpenRPG' {101205-00} 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 (Closed) New Features: New to Map, can re-order Grid, Miniatures, and Whiteboard layer draw order New to Server GUI, can now clear log New Earthdawn Dieroller New IronClaw roller, sheet, and image New ShapeShifter PC Sheet Updates: Update to Warhammer PC Sheet. Rollers set as macros. Should work with little maintanence. Update to Browser Server window. Display rooms with ' " & cleaner Update to Server. Handles ' " & cleaner Update to Dieroller. Cleaner, more effecient expression system Update to Hidden Die plugin, allows for non standard dice rolls Update to location.py, allows for more portable references when starting Traipse Update to the Features node Fixes: Fix to InterParse that was causing an Infernal Loop with Namespace Internal Fix to XML data, removed old Minidom and switched to Element Tree Fix to Server that was causing eternal attempt to find a Server ID, in Register Rooms thread Fix to Server, removing wxPython dependencies where not needed Fix to metaservers.xml file not being created Fix to Single and Double quotes in Whiteboard text Fix to Background images not showing when using the Image Server Fix to Duplicate chat names appearing Fix to Server GUI's logging output Fix to FNB.COLORFUL_TABS bug Fix to Gametree for XSLT Sheets Fix to Gametree for locating gametree files Fix to Send to Chat from Gametree Fix to Gametree, renaming and remapping operates correctly Fix to aliaslib, prevents error caused when SafeHTML is sent None
author sirebral
date Sun, 05 Dec 2010 10:53:30 -0600
parents 13054be69834
children
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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 ::= < | > | <= | >= | => | =< | = | ==