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24b8122273
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24b8122273 | ||
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82acb36334 |
@ -5,7 +5,10 @@ import kotlinx.coroutines.runBlocking
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import java.util.*
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import java.util.*
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import kotlin.collections.ArrayList
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import kotlin.collections.ArrayList
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/**
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* Interface for simulation models.
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* Defines a sample size and simulates individual samples.
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*/
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interface SimulationModel<T : Any> {
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interface SimulationModel<T : Any> {
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val sampleSize: Int
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val sampleSize: Int
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@ -13,9 +16,18 @@ interface SimulationModel<T : Any> {
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fun simulate(r: Random): T
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fun simulate(r: Random): T
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}
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}
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/**
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* Interface for running simulations concurrently using multiple threads.
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* Defines the number of threads to use and runs simulations to generate results.
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*/
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interface Simulator<T : Any> {
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interface Simulator<T : Any> {
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companion object {
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companion object {
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/**
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* Gets an instance of the Simulator interface implementation.
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* @param nThreads Number of threads to use for simulations. Defaults to half the available CPU cores.
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* @return Simulator instance with the specified number of threads.
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*/
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fun <T: Any> getInstance(nThreads: Int = Runtime.getRuntime().availableProcessors() / 2 ): Simulator<T> {
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fun <T: Any> getInstance(nThreads: Int = Runtime.getRuntime().availableProcessors() / 2 ): Simulator<T> {
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return SimulatorImpl(nThreads)
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return SimulatorImpl(nThreads)
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}
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}
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@ -23,6 +35,15 @@ interface Simulator<T : Any> {
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val nThreads: Int
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val nThreads: Int
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/**
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* Runs simulations using the provided model and returns the results.
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*
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* This divides the sample size into nThreads chunks and runs simulations concurrently on each chunk using coroutines.
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* The results from each thread are collected into a synchronized list.
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*
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* @param model The simulation model to use for generating samples.
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* @return A list containing all the simulated sample results.
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*/
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fun doSimulation(model: SimulationModel<T>): ArrayList<T> {
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fun doSimulation(model: SimulationModel<T>): ArrayList<T> {
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val results = Collections.synchronizedList(ArrayList<T>(model.sampleSize))
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val results = Collections.synchronizedList(ArrayList<T>(model.sampleSize))
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@ -53,7 +74,10 @@ interface Simulator<T : Any> {
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return results.toCollection(ArrayList())
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return results.toCollection(ArrayList())
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}
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}
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/**
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* Generates simulation results by running [steps] simulations using [model] and [Random].
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* Returns the results in an [ArrayList].
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*/
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private fun generateResults(steps: Int, model: SimulationModel<T>): ArrayList<T> {
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private fun generateResults(steps: Int, model: SimulationModel<T>): ArrayList<T> {
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val results = ArrayList<T>(steps)
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val results = ArrayList<T>(steps)
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val r = Random()
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val r = Random()
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@ -65,5 +89,5 @@ interface Simulator<T : Any> {
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}
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}
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class SimulatorImpl<T : Any>(override val nThreads: Int) :
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internal class SimulatorImpl<T : Any>(override val nThreads: Int) :
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Simulator<T>
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Simulator<T>
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@ -8,8 +8,8 @@ import kotlin.math.min
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/**
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/**
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* Enumeration of different dice roll types.
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* Enumeration of different dice roll types.
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*
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*
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* @property Advantage Rolls the dice twice and takes the higher result.
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* @property Normal Rolls the dice normally once.
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* @property Normal Rolls the dice normally once.
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* @property Advantage Rolls the dice twice and takes the higher result.
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* @property Disadvantage Rolls the dice twice and takes the lower result.
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* @property Disadvantage Rolls the dice twice and takes the lower result.
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*/
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*/
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enum class RollType {
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enum class RollType {
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@ -33,6 +33,10 @@ data class RollResult(val min: Int, val max: Int, val result: Int)
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interface DiceRoller {
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interface DiceRoller {
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/**
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* string representation of the base dice in {n}d{size} format
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* i.e. 1d20, 2d7, 30d100
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*/
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val rollString: String
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val rollString: String
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val modifiers: List<DiceModifier<Int>>
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val modifiers: List<DiceModifier<Int>>
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val nDice: Int
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val nDice: Int
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@ -40,7 +44,7 @@ interface DiceRoller {
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companion object {
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companion object {
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internal fun defaultDiceStringParseFn(rollString: String): Pair<Int, Int> {
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fun defaultDiceStringParseFn(rollString: String): Pair<Int, Int> {
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val cleanRollString = rollString.lowercase()
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val cleanRollString = rollString.lowercase()
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val parts = cleanRollString.split('d')
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val parts = cleanRollString.split('d')
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return Pair(parts[0].toInt(), parts[1].toInt())
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return Pair(parts[0].toInt(), parts[1].toInt())
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@ -77,7 +77,9 @@ class AttackSimulatorModel(
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}
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}
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}
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}
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/**
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* MeleeAttackBuilder builds a [SimpleMeleeAttackAction] by configuring the attack and damage rolls and modifiers.
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*/
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class MeleeAttackBuilder(
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class MeleeAttackBuilder(
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private val attackRollString: String,
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private val attackRollString: String,
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private val dmgRollString: String,
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private val dmgRollString: String,
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@ -86,36 +88,83 @@ class MeleeAttackBuilder(
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private val attackModifiers = ArrayList<DiceModifier<Int>>()
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private val attackModifiers = ArrayList<DiceModifier<Int>>()
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private val damageModifiers = ArrayList<DiceModifier<Int>>()
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private val damageModifiers = ArrayList<DiceModifier<Int>>()
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/**
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* Adds a flat bonus to the attack roll.
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*
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* @param flat the flat bonus amount to add to or subtract from the attack roll.
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* @return this MeleeAttackBuilder instance.
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*/
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fun withAtkBonus(flat: Int): MeleeAttackBuilder {
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fun withAtkBonus(flat: Int): MeleeAttackBuilder {
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attackModifiers.add(FlatModifier(flat))
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return withAtkModifier(FlatModifier(flat))
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return this
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}
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}
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/**
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* Adds a dice-roll bonus to the attack roll.
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*
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* @param dice The DiceRoller instance to add as a bonus.
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* @return This MeleeAttackBuilder instance.
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*/
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fun withAtkBonus(dice: DiceRoller): MeleeAttackBuilder {
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fun withAtkBonus(dice: DiceRoller): MeleeAttackBuilder {
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attackModifiers.add(DiceBonusModifier(dice))
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return withAtkModifier(DiceBonusModifier(dice))
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return this
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}
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}
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/**
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* Adds a dice-roll penalty to the attack roll.
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*
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* @param dice The DiceRoller instance to add as a penalty. The result will be subtracted from the total.
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* @return This MeleeAttackBuilder instance.
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*/
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fun withAtkPenalty(dice: DiceRoller): MeleeAttackBuilder {
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fun withAtkPenalty(dice: DiceRoller): MeleeAttackBuilder {
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attackModifiers.add(DicePenaltyModifier(dice))
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return withAtkModifier(DicePenaltyModifier(dice))
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}
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fun withAtkModifier(modifier: DiceModifier<Int>): MeleeAttackBuilder{
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attackModifiers.add(modifier)
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return this
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return this
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}
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}
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/**
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* Adds a flat bonus to the damage roll.
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*
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* @param flat the flat bonus amount to add to or subtract from the damage roll.
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* @return this MeleeAttackBuilder instance.
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*/
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fun withDmgBonus(flat: Int): MeleeAttackBuilder {
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fun withDmgBonus(flat: Int): MeleeAttackBuilder {
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damageModifiers.add(FlatModifier(flat))
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return withDmgModifier(FlatModifier(flat))
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return this
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}
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}
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/**
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* Adds a dice-roll bonus to the damage roll.
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*
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* @param dice The DiceRoller instance to add as a bonus.
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* @return This MeleeAttackBuilder instance.
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*/
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fun withDmgBonus(dice: DiceRoller): MeleeAttackBuilder {
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fun withDmgBonus(dice: DiceRoller): MeleeAttackBuilder {
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damageModifiers.add(DiceBonusModifier(dice))
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return withDmgModifier(DiceBonusModifier(dice))
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return this
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}
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}
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/**
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* Adds a dice-roll penalty to the damage roll.
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*
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* @param dice The DiceRoller instance to add as a penalty. The result will be subtracted from the total.
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* @return This MeleeAttackBuilder instance.
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*/
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fun withDmgPenalty(dice: DiceRoller): MeleeAttackBuilder {
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fun withDmgPenalty(dice: DiceRoller): MeleeAttackBuilder {
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damageModifiers.add(DicePenaltyModifier(dice))
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return withDmgModifier(DicePenaltyModifier(dice))
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}
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fun withDmgModifier(modifier: DiceModifier<Int>): MeleeAttackBuilder{
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this.damageModifiers.add(modifier)
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return this
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return this
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}
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}
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/**
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* Builds and returns a SimpleMeleeAttackAction instance with the configured attack and damage rolls,
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* modifiers, and defense value.
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*/
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fun build(): SimpleMeleeAttackAction {
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fun build(): SimpleMeleeAttackAction {
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return SimpleMeleeAttackAction(
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return SimpleMeleeAttackAction(
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ActionRollInfo(
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ActionRollInfo(
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@ -82,26 +82,32 @@ internal class DiceRollerTests {
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verifyBoundariesForTypes(1, 20)
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verifyBoundariesForTypes(1, 20)
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verifyBoundariesForTypes(2, 6)
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verifyBoundariesForTypes(2, 6)
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verifyBoundariesForTypes(5, 8)
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verifyBoundariesForTypes(5, 8)
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verifyBoundariesForTypes(1000, 6)
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verifyBoundariesForTypes(6, 1000)
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//we have to increase the iteration count by a few orders of magnitude in order to have a chance of hitting a max
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// roll w/disadvantage
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verifyBoundariesForTypes(6, 1000, 100_000_000)
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verifyBoundariesForTypes(1000, 6, 100_000_000)
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}
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}
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private fun verifyBoundariesForTypes(nDice: Int, dieSize: Int) {
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private fun verifyBoundariesForTypes(nDice: Int, dieSize: Int, iterationCount: Long = 10_000) {
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val rollString = "${nDice}d${dieSize}"
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val rollString = "${nDice}d${dieSize}"
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val iterations = 10_000_000
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val max = nDice * dieSize
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val max = nDice * dieSize
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var observedMin = false
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var observedMax = false
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RollType.entries.parallelStream()
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RollType.entries.parallelStream()
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.forEach {
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.forEach {
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var observedMin = false
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var observedMax = false
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val dice = Dice.regular(rollString)
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val dice = Dice.regular(rollString)
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val r = Random(1)
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val r = Random(1)
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for (i in 0..<iterations) {
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for (i in 0..<iterationCount) {
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val res = dice.roll(r, it)
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val res = dice.roll(r, it)
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//make sure it isn't bigger or smaller than it's supposed to be
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Assertions.assertTrue(res.result in nDice..max)
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if (!observedMin && res.result == nDice) {
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if (!observedMin && res.result == nDice) {
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observedMin = true
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observedMin = true
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}
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}
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@ -112,17 +118,18 @@ internal class DiceRollerTests {
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break
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break
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}
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}
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}
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}
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Assertions.assertTrue(observedMin)
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Assertions.assertTrue(observedMin)
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Assertions.assertTrue(observedMax)
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Assertions.assertTrue(observedMax)
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}
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}
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}
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}
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@Test
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@Test
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fun verifyNormalRollWithinExpectedBounds() {
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fun verifyNormalRollMeanWithinExpectedBounds() {
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val n = 2
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val n = 2
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val max = 100
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val max = 100
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val rollString = "${n}d${max}"
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val rollString = "${n}d${max}"
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val tolerance = 0.05 //we expect more than a 25% improvement
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val tolerance = 0.05 //we want a "wiggle" around the mean of < 5%
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val iterations = 100_000_000
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val iterations = 100_000_000
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val expectedAverageLowerBound = ((n + (n * max)) / 2) * (1 - tolerance)
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val expectedAverageLowerBound = ((n + (n * max)) / 2) * (1 - tolerance)
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Block a user