Add slaying dice behaviour.
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2 changed files with 33 additions and 23 deletions
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@ -314,13 +314,12 @@ describe("DS4 Rolls with multiple and slaying dice, first throw", () => {
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});
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});
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});
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});
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// TODO: Implement & reactivate
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describe("DS4 Rolls with multiple and slaying dice, recurrent throw", () => {
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xdescribe("DS4 Rolls with multiple and slaying dice, recurrent throw", () => {
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it("Should regularly succeed with the first roll being a `20`", () => {
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it("Should regularly succeed with the first roll being a `20`", () => {
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const rollProvider = mockMultipleThrows([20, 2, 19]);
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const rollProvider = mockMultipleThrows([20, 2, 19]);
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expect(rollCheckMultipleDice(48, {}, rollProvider)).toEqual(
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expect(rollCheckMultipleDice(48, { useSlayingDice: true, slayingDiceRepetition: true }, rollProvider)).toEqual(
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new RollResult(40, RollResultStatus.CRITICAL_FAILURE, [20, 2, 19]),
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new RollResult(41, RollResultStatus.SUCCESS, [20, 19, 2]),
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);
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);
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});
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});
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});
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});
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@ -33,24 +33,7 @@ export function rollCheckSingleDie(
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}
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}
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}
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}
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export function rollCheckMultipleDice(
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function separateCriticalHits(dice: Array<number>, usedOptions: RollOptions): [Array<number>, Array<number>] {
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testValue: number,
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rollOptions: Partial<RollOptions>,
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provider: RollProvider = new DS4RollProvider(),
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): RollResult {
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const usedOptions = new DefaultRollOptions().mergeWith(rollOptions);
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const finalCheck = testValue % 20;
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const numberOfDice = Math.ceil(testValue / 20);
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const dice = provider.getNextRolls(numberOfDice);
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const firstResult = dice[0];
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// Slaying Dice require a different handling.
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if (firstResult >= usedOptions.minCritFail && !isSlayingDiceRepetition(usedOptions)) {
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return new RollResult(0, RollResultStatus.CRITICAL_FAILURE, dice);
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}
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const partitionCallback = (prev: [Array<number>, Array<number>], cur: number) => {
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const partitionCallback = (prev: [Array<number>, Array<number>], cur: number) => {
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if (cur <= usedOptions.maxCritSucc) {
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if (cur <= usedOptions.maxCritSucc) {
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prev[0].push(cur);
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prev[0].push(cur);
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@ -64,6 +47,30 @@ export function rollCheckMultipleDice(
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.reduce(partitionCallback, [[], []])
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.reduce(partitionCallback, [[], []])
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.map((a) => a.sort((r1, r2) => r2 - r1));
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.map((a) => a.sort((r1, r2) => r2 - r1));
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return [critSuccesses, otherRolls];
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}
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export function rollCheckMultipleDice(
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testValue: number,
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rollOptions: Partial<RollOptions>,
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provider: RollProvider = new DS4RollProvider(),
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): RollResult {
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const usedOptions = new DefaultRollOptions().mergeWith(rollOptions);
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const finalCheck = testValue % 20;
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const numberOfDice = Math.ceil(testValue / 20);
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const dice = provider.getNextRolls(numberOfDice);
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const firstResult = dice[0];
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const slayingDiceRepetition = isSlayingDiceRepetition(usedOptions);
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// Slaying Dice require a different handling.
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if (firstResult >= usedOptions.minCritFail && !slayingDiceRepetition) {
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return new RollResult(0, RollResultStatus.CRITICAL_FAILURE, dice);
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}
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const [critSuccesses, otherRolls] = separateCriticalHits(dice, usedOptions);
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const swapLastWithCrit: boolean = isDiceSwapNecessary(critSuccesses, otherRolls, finalCheck);
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const swapLastWithCrit: boolean = isDiceSwapNecessary(critSuccesses, otherRolls, finalCheck);
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let sortedRollResults: Array<number>;
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let sortedRollResults: Array<number>;
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@ -96,5 +103,9 @@ export function rollCheckMultipleDice(
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})
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})
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.reduce((a, b) => a + b);
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.reduce((a, b) => a + b);
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return new RollResult(evaluationResult, RollResultStatus.SUCCESS, sortedRollResults);
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if (usedOptions.useSlayingDice && firstResult <= usedOptions.maxCritSucc) {
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return new RollResult(evaluationResult, RollResultStatus.CRITICAL_SUCCESS, sortedRollResults);
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} else {
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return new RollResult(evaluationResult, RollResultStatus.SUCCESS, sortedRollResults);
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}
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}
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}
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