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extendice.py
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extendice.py
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"""
Generic dice-rolling library based on pyparsing.
Example usage:
>>> roll = RollResult('1d20 + 2 + STR', desc=True, STR=2)
>>> print roll.desc + ' = ' + str(roll.result)
Tips:
* RollResult class is great for doing everything all at once.
* Roll class is useful for storing a roll that will occur multiple times.
Extended BNF (same as Python specification):
lowercase ::= "a"..."z"
uppercase ::= "A"..."Z"
letter ::= lowercase | uppercase
digit ::= "0"..."9"
alphanumeric ::= letter | digit
identifier ::= (letter | "_") alphanumeric+
integer ::= ["+" | "-"] digit+
fractional ::= integer "." digit+
number ::= integer | fractional
seqnum ::= ["-"] (number | identifier)
sequence ::= "{" seqnum ( ("," seqnum)* | (".." seqnum) ) "}"
rollmod ::= ("d" | "k" | "r" | "e" | "x") [integer]
roll ::= [integer] "d" (integer | sequence) (rollmod)*
literal ::= roll | number
group ::= "(" expression ")"
unary ::= ("+" | "-") expression
exponent ::= expression "^" expression
multiply ::= expression "*" expression
divide ::= expression "/" expression
add ::= expression "+" expression
subtract ::= expression "-" expression
arglist ::= expression ("," expression)*
function ::= identifier "(" [arglist] ")"
seqexpr ::= (roll | sequence | function) "." function
atom ::= seqexpr | roll | literal | sequence | function | identifier
operation ::= unary | exponent | multiply | divide | add | subtract
expression ::= group | atom | operation
Dice Roll Modifiers:
d[N=1] -- Drop lowest N rolls.
k[N=1] -- Keep highest N rolls.
r[N=1] -- Re-roll values <= N.
e[N=<max>] -- Explode (re-roll) values >= N (default highest), keep all.
x[N=<max>] -- Modified explode that rolls only one die during explosion.
Sequence Methods:
.max() => Largest value in the sequence.
.min() => Smallest value in the sequence.
.sum() => Result of adding all sequence elements together.
.highest(N) => Sequence containing greatest N elements.
.lowest(N) => Sequence containing lowest N elements.
.drop(value1[, value2...]) => Sequence lacking any specified value.
Functions:
trunc(f)
floor(f)
ceil(f)
round(f[, digits])
min(n, n1, ..., nN)
max(n, n1, ..., nN)
sum(n, n1, ..., nN))
pow(n, e)
abs(n)
Examples:
2d10 -- Yields a sequence containing two rolls of a 10-sided die.
2d20e -- Yields a sequence containing two rolls of 20-sided die as well as
any additional rolls resulting from natural 20s.
1d20 + 5 -- Yields result of rolling a d20 and adding 5.
d{2, 4, 6} -- Yields 2, 4, or 6 with equal probability.
2d20.minSum(2) -- Yields the sequence whose sum is least of two 2d20 rolls.
{STR, DEX}.max() -- Yields the greater of STR or DEX identifiers.
ceil(d6 / 2) -- Yields the result of rolling a d6 rounded up.
Notes:
* Adding a sequence to a number coerces the sequence to a sum of its elements.
TODO:
* Implement vs checks (as separate class?)
"""
import math
import random
import operator
import pyparsing
from collections import OrderedDict
pyparsing.ParserElement.enablePackrat()
## {{{ http://code.activestate.com/recipes/578433/ (r1)
class SlotPickleMixin(object):
def __all_slots(self):
slots = []
for cls in self.__class__.__mro__:
if '__slots__' in cls.__dict__:
slots.extend(list(cls.__slots__))
return slots
def __getstate__(self):
return dict(
(slot, getattr(self, slot))
for slot in self.__all_slots()
if hasattr(self, slot)
)
def __setstate__(self, state):
for slot, value in state.items():
setattr(self, slot, value)
## end of http://code.activestate.com/recipes/578433/ }}}
def _grammar():
from pyparsing import alphas, alphanums, nums
from pyparsing import oneOf, Suppress, Optional, Group, ZeroOrMore, NotAny
from pyparsing import Forward, operatorPrecedence, opAssoc, Word, White
from pyparsing import delimitedList, Combine, Literal, OneOrMore
expression = Forward()
LPAR, RPAR, DOT, LBRAC, RBRAC = map(Suppress, "().{}")
nw = NotAny(White())
identifier = Word(alphas + "_", alphanums + "_")
integer = Word(nums)
integer.setParseAction(IntegerNode)
fractional = Combine(Word('+' + '-' + nums, nums) + '.' + Word(nums))
fractional.setParseAction(FloatNode)
literal = fractional | integer
arglist = delimitedList(expression)
seqrange = LBRAC + expression + Suppress('..') + expression + RBRAC
seqrange.setParseAction(lambda t: SequenceNode(start=t[0], stop=t[1]))
seqexplicit = LBRAC + Optional(arglist) + RBRAC
seqexplicit.setParseAction(lambda t: SequenceNode(lst=t))
sequence = seqrange | seqexplicit
rollmod = nw + Group(oneOf("d k r e x") + Optional(integer))
numdice = Optional(integer, default=1)
roll = numdice + nw + Suppress("d") + nw + (integer | sequence)
roll += Group(ZeroOrMore(rollmod))
roll.setParseAction(DieRollNode)
call = LPAR + Group(Optional(arglist)) + RPAR
function = identifier + call
function.setParseAction(FunctionNode)
seqexpr = ((roll | sequence | function)
+ Group(OneOrMore(DOT + identifier + call)))
seqexpr.setParseAction(SeqMethodNode)
variable = Word(alphas + "_", alphanums + "_ ")
variable.setParseAction(VariableNode)
atom = seqexpr | roll | literal | sequence | function | variable
expoop = Literal('^')
signop = oneOf("+ -")
multop = oneOf("* /")
plusop = oneOf("+ -")
# noinspection PyUnresolvedReferences
expression << operatorPrecedence(
atom,
[
(expoop, 2, opAssoc.LEFT, BinaryOpNode),
(signop, 1, opAssoc.RIGHT, UnaryOpNode),
(multop, 2, opAssoc.LEFT, BinaryOpNode),
(plusop, 2, opAssoc.LEFT, BinaryOpNode),
]
)
return expression
def sort_dict(d, cmp=None, key=None, reverse=False, keep=None, drop=None):
s = sorted(d.items(), cmp=cmp, key=key, reverse=reverse)
if keep is not None:
if keep < 0: # Keep last N.
s = s[keep:]
else: # Keep first N.
s = s[:keep]
if drop is not None:
if drop < 0: # Drop last N.
s = s[:-drop]
else: # Drop first N.
s = s[drop:]
d.clear()
d.update(s)
class DynamicVariable(SlotPickleMixin):
"""
A variable value which knows how to evaluate itself in an expression. Akin
to properties, which act like attributes, but actually execute to yield a
value.
"""
__slots__ = ()
def eval(self, vars, state):
"""
Evaluate the dynamic variable.
@return: A tuple containing the resulting value and the description if
desc=True in the evaluation state.
@rtype: C{tuple}
"""
raise NotImplementedError("'%s' has not implemented eval()"
% self.__class__.__name__)
class Sequence(list):
"""
Thin sub-class of list that does almost nothing other than defines a class
specific to lists of values in dice rolls.
"""
__slots__ = ()
def __str__(self):
return '{%s}' % ', '.join(map(str, self))
class EvalNode(SlotPickleMixin):
"""
Generic EvalNode. EvalNodes form the tree that is generated as a result of
parsing a roll expression.
"""
__slots__ = ()
def eval(self, vars, state):
raise NotImplementedError()
def coerce_numeric(self, vars, state):
return self.eval(vars, state)
class SequenceNode(EvalNode):
"""
An EvalNode representing a sequence of values in a roll expression.
"""
__slots__ = ('data', 'start', 'stop')
def __init__(self, lst=None, start=None, stop=None):
self.start = self.stop = None
if lst is not None:
self.data = list(lst) if lst else []
elif start is not None and stop is not None:
# Could be nodes requiring eval-time values.
self.start = start
self.stop = stop
else:
self.data = []
def is_range(self):
return self.start is not None and self.stop is not None
def eval(self, vars, state):
gen_desc = state.get('desc', False)
desc = descs = startdesc = stopdesc = ''
if self.is_range():
start, startdesc = self.start.coerce_numeric(vars, state)
stop, stopdesc = self.stop.coerce_numeric(vars, state)
values = range(start, stop + 1)
else:
values = []
descs = []
for datum in self.data:
v, d = datum.coerce_numeric(vars, state)
values.append(v)
if gen_desc and isinstance(datum, OpNode):
d += ' = %s' % v
descs.append(d)
if gen_desc:
if self.is_range():
desc = "{%s..%s}" % (startdesc, stopdesc)
else:
desc = "{%s}" % ', '.join(descs)
return Sequence(values), desc
def coerce_numeric(self, vars, state):
result, desc = self.eval(vars, state)
return sum(result), desc
def __repr__(self):
if self.is_range():
return "SequenceNode(start=%r, stop=%r)" % (self.start,
self.stop)
else:
return "SequenceNode(%r)" % self.data
def __str__(self):
if self.is_range():
return '{%s..%s}' % (self.start, self.stop)
else:
return '{%s}' % ', '.join(map(str, self.data))
class DieRollNode(EvalNode):
"""
An EvalNode representing a die roll within a roll expression.
"""
__slots__ = ('num_dice', 'sides', 'mods')
mod_funcs = {
'd': lambda self, r, v, s, drop=1: self.drop_lowest(r, s, drop),
'k': lambda self, r, v, s, keep=1: self.keep_highest(r, s, keep),
'r': lambda self, r, v, s, low=None: self.reroll_low(r, v, s, low),
'e': lambda self, r, v, s, high=None: self.explode(r, v, s, high),
'x': lambda self, r, v, s, high=None: self.modified_explode(r, v, s,
high),
}
def __init__(self, tok):
#: @type num_dice: IntegerNode
#: @type sides: IntegerNode or SequenceNode
#: @type mods: ParseResult
num_dice, sides, mods = tok
self.num_dice = int(num_dice)
self.sides = sides
self.mods = map(tuple, mods)
def __repr__(self):
return "DieRollNode(%r, %r, %r)" % (self.num_dice, self.sides,
self.mods)
def __str__(self):
return "%sd%s%s" % (self.num_dice, self.sides, self.mod_desc())
def mod_desc(self):
s = ''
for mod in self.mods:
s += mod[0]
if len(mod) > 1:
s += str(mod[1])
return s
def die_type(self):
return "d%s" % self.sides
def all_sides(self, vars, state):
# Check the cache.
name = "all sides of %s%s" % (self.num_dice, self.die_type())
if name in vars:
return vars[name]
sides = self.sides.eval(vars, state)[0]
if isinstance(sides, int):
sides = range(1, sides + 1)
vars[name] = sides
return sides
def min_face(self, vars, state):
return min(self.all_sides(vars, state))
def max_face(self, vars, state):
return max(self.all_sides(vars, state))
def faces_below(self, face, vars, state):
return [f for f in self.all_sides(vars, state) if f < face]
def faces_above(self, face, vars, state):
return [f for f in self.all_sides(vars, state) if f > face]
def drop_lowest(self, rolls, state, drop=1):
if state.get('desc', False):
descs = state['rolldescs'][state['current roll']]
copy = OrderedDict(rolls)
sort_dict(copy, key=lambda r: r[1], drop=drop)
for id, result in rolls.iteritems():
if id not in copy:
rolls[id] = 0
descs[id] = "%d[0]" % result
else:
sort_dict(rolls, key=lambda r: r[1], drop=drop)
def keep_highest(self, rolls, state, keep=1):
if state.get('desc', False):
descs = state['rolldescs'][state['current roll']]
copy = OrderedDict(rolls)
sort_dict(copy, key=lambda r: r[1], keep=-keep)
for id, result in rolls.iteritems():
if id not in copy:
rolls[id] = 0
descs[id] = "%d[0]" % result
else:
sort_dict(rolls, key=lambda r: r[1], keep=-keep)
def reroll_low(self, rolls, vars, state, low=None):
"""
Re-roll any rolls <= `low`. Expects all members to be integers.
"""
low = low or self.min_face(vars, state)
high_faces = self.faces_above(low, vars, state)
if not high_faces:
return
desc = state.get('desc', False)
for id, result in rolls.iteritems():
if result <= low:
rolls[id] = random.choice(high_faces)
if desc:
newdesc = "%d[%d]" % (result, rolls[id])
state['rolldescs'][state['current roll']][id] = newdesc
def explode(self, rolls, vars, state, high=None):
high = high or self.max_face(vars, state)
desc = state.get('desc', False)
for id, result in rolls.iteritems():
while result >= high:
result, newid = self.roll_die(vars, state)
rolls[id] += result
if desc:
olddesc = state['rolldescs'][state['current roll']][id]
newdesc = '%s!%s' % (olddesc, result)
state['rolldescs'][state['current roll']][id] = newdesc
def modified_explode(self, rolls, vars, state, high=None):
high = high or self.num_dice * self.sides
desc = state.get('desc', False)
result = sum(rolls.itervalues())
while result >= high:
# After first explode, we only explode a single die.
high = self.sides
result, id = self.roll_die(vars, state)
rolls[id] = result
if desc:
state['rolldescs'][state['current roll']][id] = str(result)
def eval(self, vars, state):
# Sanity-check the mods, convert nodes to values.
for mod in self.mods:
if mod[0] == 'e':
explode_min = (int(mod[1]) if len(mod) > 1
else self.max_face(vars, state))
if explode_min <= self.min_face(vars, state):
raise pyparsing.ParseException("All rolls explode!")
name = str(self)
key = "%s count" % name
count = vars.get(key, 0) + 1
vars[key] = count
id = "%s#%d" % (name, count)
state['current roll'] = id
rolls = self._eval(vars, state)
if 'rolls' not in state:
state['rolls'] = {}
state['rolls'][id] = rolls
if state.get('desc', False):
if 'rolldescs' not in state:
state['rolldescs'] = {}
state['rolldescs'][id] = OrderedDict((i, str(r))
for i, r in rolls.iteritems())
if not state.get('maxroll', False) and not state.get('minroll', False):
for mod in self.mods:
args = [a.eval(vars, state)[0] if isinstance(a, EvalNode)
else a for a in mod[1:]]
self.mod_funcs[mod[0]](self, rolls, vars, state, *args)
result = Sequence(rolls.itervalues())
else:
result = sum(rolls)
if state.get('desc', False):
if len(state['rolldescs'][id]) > 1:
rollsdesc = '+'.join(state['rolldescs'][id].values()) + '='
else:
rollsdesc = ''
rollsdesc += str(sum(result))
# Show runtime sides value.
sides = (self.sides.eval(vars, state)[1]
if isinstance(self.sides, EvalNode) else str(self.sides))
die = "%sd%s%s" % (self.num_dice, sides, self.mod_desc())
desc = "%s[%s]" % (die, rollsdesc)
else:
desc = ''
return result, desc
def _eval(self, vars, state):
if state is not None:
if state.get('maxroll', False):
return [self.max_face(vars, state)] * self.num_dice
elif state.get('minroll', False):
return [self.min_face(vars, state)] * self.num_dice
rolls = OrderedDict()
for _ in range(0, self.num_dice):
roll, id = self.roll_die(vars, state)
rolls[id] = roll
return rolls
def roll_die(self, vars, state):
result = random.choice(self.all_sides(vars, state))
type = self.die_type()
key = "%s count" % type
if key not in state:
state[key] = 1
else:
state[key] += 1
return result, "%s#%d" % (type, state[key])
def coerce_numeric(self, vars, state):
result, desc = self.eval(vars, state)
return sum(result) if isinstance(result, Sequence) else result, desc
class LiteralNode(EvalNode):
"""
A generic literal EvalNode that stores a literal numeric value as found in
the roll expression.
"""
__slots__ = ('value',)
def __init__(self, value):
self.value = value
def eval(self, vars, state):
return self.value, str(self.value) if state.get('desc', False) else ''
def __repr__(self):
return "%s(%r)" % (self.__class__.__name__.replace('Node', ''),
self.value)
def __str__(self):
return str(self.value)
def _op(self, op, other, *args):
other = other.value if isinstance(other, LiteralNode) else other
return getattr(self.value, op)(other, *args)
__add__ = lambda self, x: self._op('__add__', x)
__sub__ = lambda self, x: self._op('__sub__', x)
__mul__ = lambda self, x: self._op('__mul__', x)
__div__ = lambda self, x: self._op('__div__', x)
__pow__ = lambda self, x, z=None: self._op('__pow__', x, z)
__cmp__ = lambda self, x: self._op('__cmp__', x)
__radd__ = lambda self, x: self._op('__add__', x)
__rsub__ = lambda self, x: self._op('__rsub__', x)
__rmul__ = lambda self, x: self._op('__rmul__', x)
__rdiv__ = lambda self, x: self._op('__rdiv__', x)
__rpow__ = lambda self, x, z=None: self._op('__rpow__', x, z)
__neg__ = lambda self: -self.value
__pos__ = lambda self: self.value
__abs__ = lambda self: abs(self.value)
__invert__ = lambda self: ~self.value
__index__ = lambda self: int(self.value)
__int__ = lambda self: int(self.value)
__long__ = lambda self: long(self.value)
__float__ = lambda self: float(self.value)
__complex__ = lambda self: complex(self.value)
class IntegerNode(LiteralNode):
def __init__(self, tok):
super(IntegerNode, self).__init__(int(tok[0]))
class FloatNode(LiteralNode):
def __init__(self, tok):
super(FloatNode, self).__init__(float(tok[0]))
class VariableNode(EvalNode):
"""
A variable EvalNode. Simply accesses the value passed in by the caller.
"""
__slots__ = ('name', 'original')
def __init__(self, tok):
self.original = tok[0].strip()
self.name = self.original.lower()
def eval(self, vars, state):
need_desc = state.get('desc', False)
if self.name in vars:
expr = vars[self.name]
desc = None
elif '__var' in vars:
expr, desc = vars['__var'](self.original, vars, state)
else:
raise NameError("Variable '%s' not found" % self.name)
if isinstance(expr, EvalNode):
value, desc = expr.eval(vars, state)
elif isinstance(expr, Roll):
value, desc = expr._eval(vars, state)
if need_desc and isinstance(expr.parsed, BinaryOpNode):
desc += ' = %s' % value
elif isinstance(expr, RollResult):
value = expr.result
desc = str(value)
elif isinstance(expr, DynamicVariable):
value, desc = expr.eval(vars, state)
else:
value = expr
if need_desc:
if not desc:
desc = "%s[%s]" % (self.original, value)
else:
desc = ''
return value, desc
def __repr__(self):
return "Variable(%s)" % self.name
def __str__(self):
return self.name
class OpNode(EvalNode):
"""
Generic operator EvalNode. Establishes a storage framework for operator
nodes and also handles adding parens when needed in a string representation
of the operation.
"""
__slots__ = ('op', 'opfunc', 'assoc')
ops = {}
def __init__(self, op):
self.op = op
self.opfunc, self.assoc = self.ops[op]
def add_parens(self, expr):
"""
Add parens when the passed expression is of lower associativity than
this operator.
"""
return isinstance(expr, OpNode) and expr.assoc < self.assoc
class BinaryOpNode(OpNode):
"""
An EvalNode for an operations that takes two operands.
"""
__slots__ = ('lhs', 'rhs')
ops = {
'^': (operator.pow, 4),
'*': (operator.mul, 2),
'/': (operator.div, 2),
'+': (operator.add, 1),
'-': (operator.sub, 1),
}
def __init__(self, tok):
self.lhs, op, self.rhs = tok[0][:3]
super(BinaryOpNode, self).__init__(op)
# Sequential binary operations in the same family are sent all at once,
# so we iterate over them and push the left side deeper as we go.
for op, rhs in zip(tok[0][3::2], tok[0][4::2]):
self.lhs = BinaryOpNode([[self.lhs, self.op, self.rhs]])
self.rhs = rhs
def __repr__(self):
return "BinaryOp(%r %s %r)" % (self.lhs, self.op, self.rhs)
def __str__(self):
return "%s %s %s" % (self.lhs, self.op, self.rhs)
def eval(self, vars, state):
lhs, l = self.lhs.coerce_numeric(vars, state)
rhs, r = self.rhs.coerce_numeric(vars, state)
if state.get('desc', False):
l = '(%s)' % l if self.add_parens(self.lhs) else l
r = '(%s)' % r if self.add_parens(self.rhs) else r
desc = "%s %s %s" % (l, self.op, r)
else:
desc = ''
return self.opfunc(lhs, rhs), desc
class UnaryOpNode(OpNode):
"""
An EvalNode for an operator that takes only a single operand.
"""
__slots__ = ('rhs',)
ops = {
'-': (operator.neg, 3),
'+': (operator.pos, 3),
}
def __init__(self, tok):
op, self.rhs = tok[0]
super(UnaryOpNode, self).__init__(op)
def __repr__(self):
return "UnaryOp(%s%s)" % (self.op, self.rhs)
def __str__(self):
return "%s%s" % (self.op, self.rhs)
def eval(self, vars, state):
rhs, rd = self.rhs.coerce_numeric(vars, state)
if state.get('desc', False):
desc = "%s%s" % (self.op, rd)
else:
desc = ''
return self.opfunc(rhs), desc
class FunctionNode(VariableNode):
"""
An EvalNode for calling a function. Functions are Python functions passed
into the evaluation as variables.
"""
__slots__ = ('args',)
def __init__(self, tok):
super(FunctionNode, self).__init__(tok)
self.args = tok[1]
def __repr__(self):
return "Func:%s(%s)" % (self.name, ', '.join(map(repr, self.args)))
def __str__(self):
return "%s(%s)" % (self.name, ', '.join(map(str, self.args)))
def eval(self, vars, state):
func = super(FunctionNode, self).eval(vars, state)[0]
args, adescs = self._prep_args(self.args, vars, state)
result = func(*args)
if state.get('desc', False):
desc = "%s(%s)=>%s" % (self.name, ', '.join(adescs), result)
else:
desc = ''
return result, desc
def _prep_args(self, args, vars, state):
newargs = []
descs = []
seqfunc = self.name.startswith('seq.')
for a in args:
if not seqfunc and (isinstance(a, SequenceNode)
or isinstance(a, DieRollNode)):
value, desc = a.coerce_numeric(vars, state)
if desc:
desc += "=>%s" % value
else:
value, desc = a.eval(vars, state)
newargs.append(value)
descs.append(desc)
return newargs, descs
class SeqMethodNode(FunctionNode):
"""
An EvalNode for sequence methods. These are much like functions with some
slightly different handling of arguments and description.
"""
def __init__(self, tok):
seqnode, funcs = tok
last = len(funcs) - 2
for i in xrange(0, len(funcs), 2):
name, args = funcs[i:i + 2]
if i < last:
seqnode = SeqMethodNode([seqnode, [name, args]])
name, args = funcs[-2:]
name = 'seq.' + name
args.insert(0, seqnode)
super(SeqMethodNode, self).__init__([name, args])
def __str__(self):
args = ', '.join(map(str, self.args[1:]))
name = self.name[4:]
return "%s.%s(%s)" % (self.args[0], name, args)
def eval(self, vars, state):
args, adescs = self._prep_args(self.args, vars, state)
func = VariableNode.eval(self, vars, state)[0]
result = func(*args)
if state.get('desc', False):
fname = self.name[4:]
argdescs = ', '.join(adescs[1:])
desc = '%s.%s(%s)=>%s' % (adescs[0], fname, argdescs, result)
else:
desc = ''
return result, desc
grammar = _grammar()
class RollResult(SlotPickleMixin):
"""
A RollResult represents a specific cast of a Roll.
"""
__slots__ = ('roll', 'state', 'desc', 'result')
def __init__(self, roll, **vars):
if isinstance(roll, basestring):
roll = Roll(roll)
self.roll = roll
self.state = {'desc': True}
result, self.desc = roll._eval(vars, self.state)
self.result = sum(result) if isinstance(result, list) else result
def __repr__(self):
return "RollResult(%r)" % str(self.roll)
def __str__(self):
return "%s = %s" % (self.desc or self.roll, self.result)
class Roll(SlotPickleMixin):
"""
A Roll is the representation of a roll formula. To perform the roll it
represents, call .eval().
Roll class provides a series of default variables/functions for use in
roll expressions.
"""
default_vars = {
'trunc': math.trunc,
'floor': math.floor,
'ceil': math.ceil,
'round': round,
'min': lambda *a: min(a),
'max': lambda *a: max(a),
'sum': lambda *a: sum(a),
'abs': abs,
'log': math.log,
'sqrt': math.sqrt,
'pow': math.pow,
'seq.sum': sum,
'seq.max': lambda s: max(s), # Use lambda to avoid multi-args.
'seq.min': lambda s: min(s),
'seq.highest': lambda s, n=1: Sequence(sorted(s)[-n:]),
'seq.lowest': lambda s, n=1: Sequence(sorted(s)[:n]),
'seq.drop': lambda s, *v: Sequence(r for r in s if r not in v),
'seq.average': lambda s: sum(s) / float(len(s))
}
__slots__ = ('raw', 'parsed', 'vars')
def __init__(self, expr, parser=None, vars=None):
self._parse(expr, parser)
self.vars = vars or {}
def _parse(self, expr, parser=None):
parser = parser or grammar
if isinstance(expr, basestring):
self.raw = expr
self.parsed = parser.parseString(expr, True)[0]
elif isinstance(expr, EvalNode):
self.raw = str(expr)
self.parsed = expr
else:
raise TypeError("Roll takes string or EvalNode.")
def __eq__(self, other):
if isinstance(other, Roll):
return repr(self.parsed) == repr(other.parsed)
return False
def eval(self, state=None, desc=False, **vars):
state = state if state is not None else {}
state['desc'] = desc
result, d = self._eval(vars, state)
if isinstance(result, list):
result = sum(result)
return (result, d) if desc else result
def _eval(self, vars, state):
_vars = dict(self.default_vars)
_vars.update(self.vars)
_vars.update(vars)
return self.parsed.eval(_vars, state)
def limits(self, vars=None, state=None):
vars = vars or {}
original_state = state or {}
state = dict(original_state)
state['minroll'] = True
minroll = self._eval(vars, state)[0]
state = dict(original_state)
state['maxroll'] = True
maxroll = self._eval(vars, state)[0]
return minroll, maxroll
@property
def min(self):
return self.limits()[0]
@property
def max(self):
return self.limits()[1]
def update(self, expr, parser=None, vars=None):
self._parse(expr, parser)
self.vars.update(vars)
def __repr__(self):
return "Roll(%r)" % self.raw
def __str__(self):
return str(self.parsed)
def __getstate__(self):
state = super(Roll, self).__getstate__()
if 'parsed' in state:
del state['parsed']
return state
def __setstate__(self, state):
super(Roll, self).__setstate__(state)
self._parse(self.raw)
def roll(expr, **vars):
"""
Convenience function for executing a quick roll and returning the result.
If you need more, use L{Roll} or L{RollResult}.
"""
roll = Roll(expr)
return roll.eval(**vars)