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Dice roller and probability calculator with a simple syntax for godot

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dice_syntax_gd

Table of Contents

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 dice
  • 4d6s: roll 4d6 sort the results
  • 4d6s>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 1s
  • 4d6+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 one
  • 4d6dh1: roll 4d6, drop the highest one
  • 4d6k1: roll 4d6, keep the highest one
  • 4d6kl1: roll 4d6, keep the lowest one
  • 4d6d=1: roll 4d6s drop all 1s
  • 4d6k>5: roll 4d6s keep only 5s and 6s
  • 4d6d<2: roll 4d6s drop all 1s and 2s
  • 4d6r1: roll 4d6 reroll all 1s (1 is not a possible result)
  • 4d6ro1: roll 4d6 reroll 1s once
  • 4d6r<2: roll 4d6 reroll all 1s and 2s (not possible results)
  • 4d6ro<2: roll 4d6 reroll1s and 2s once
  • 4d6!: 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 now dice_parser
  • roll_comp is now roll_parsed
  • comp_dice_probs is now parsed_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/