Safe Haskell | None |
---|---|
Language | Haskell2010 |
Representation of dice scaled with current level depth.
- data Dice
- castDice :: forall m. Monad m => ((Int, Int) -> m Int) -> AbsDepth -> AbsDepth -> Dice -> m Int
- d :: Int -> Int -> Dice
- dl :: Int -> Int -> Dice
- z :: Int -> Int -> Dice
- zl :: Int -> Int -> Dice
- intToDice :: Int -> Dice
- minmaxDice :: Dice -> (Int, Int)
- maxDice :: Dice -> Int
- minDice :: Dice -> Int
- meanDice :: Dice -> Double
- reduceDice :: Dice -> Maybe Int
- data DiceXY = DiceXY Dice Dice
- maxDiceXY :: DiceXY -> (Int, Int)
- minDiceXY :: DiceXY -> (Int, Int)
- meanDiceXY :: DiceXY -> (Double, Double)
Frequency distribution for casting dice scaled with level depth
Multiple dice rolls, some scaled with current level depth, in which case the sum of all rolls is scaled in proportion to current depth divided by maximal dungeon depth.
The simple dice should have positive number of rolls and number of sides.
The Num
instance doesn't have abs
nor signum
defined,
because the functions for computing minimum, maximum and mean dice
results would be too costly.
castDice :: forall m. Monad m => ((Int, Int) -> m Int) -> AbsDepth -> AbsDepth -> Dice -> m Int Source #
Cast dice scaled with current level depth. Note that at the first level, the scaled dice are always ignored.
The implementation calls RNG as many times as there are dice rolls, which is costly, so content should prefer to case fewer dice and then multiply them by a constant. If rounded results are not desired (often they are, to limit the number of distinct item varieties in inventory), another dice may be added to the result.
A different possible implementation, with dice represented as Frequency
,
makes only one RNG call per dice, but due to lists lengths proportional
to the maximal value of the dice, it's is intractable for 1000d1000
and problematic already for 100d100.
d :: Int -> Int -> Dice Source #
A die, rolled the given number of times. E.g., 1
rolls 2-sided
die one time.d
2
dl :: Int -> Int -> Dice Source #
A die rolled the given number of times, with the result scaled with dungeon level depth.
z :: Int -> Int -> Dice Source #
A die, starting from zero, ending at one less than the bound,
rolled the given number of times. E.g., 1
always rolls zero.z
1
zl :: Int -> Int -> Dice Source #
A die, starting from zero, ending at one less than the bound, rolled the given number of times, with the result scaled with dungeon level depth.
minmaxDice :: Dice -> (Int, Int) Source #
Minimal and maximal possible value of the dice.
divUp
in the implementation corresponds to ceiling
,
applied to results of meanDice
elsewhere in the code,
and prevents treating 1d1-power effects (on shallow levels) as null effects.
Dice for rolling a pair of integer parameters representing coordinates.
Dice for rolling a pair of integer parameters pertaining to, respectively, the X and Y cartesian 2D coordinates.