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// roll a single n-sided die | |
function d(n) { | |
return Math.floor(Math.random() * n) + 1; | |
} | |
// roll an exploding n-sided die | |
function dx(n) { | |
var v = d(n); return v === n ? v + dx(n) : v; | |
} | |
// roll an exploding n-sided die along with an exploding D6 | |
function ddx(n) { | |
return Math.max(dx(n), dx(6)); | |
} | |
function attack(attacker, defender) { | |
var wild = 0, fullDefense = 0; | |
// roll to remove shaken | |
if (ddx(defender.spirit) - defender.wounds >= 4) defender.shaken = false; | |
// roll to attack | |
var a = ddx(attacker.fighting) + wild - fullDefense; | |
if (a >= defender.parry) { | |
// deal damage and compute wounds | |
var damage = dx(attacker.strength) + dx(8) + wild; | |
if (a >= defender.parry + 4) damage += dx(6); | |
var wounds = Math.floor((damage - defender.toughness) / 4); | |
if (defender.shaken && wounds === 0) wounds = 1; | |
if (wounds > 0) defender.shaken = true; | |
// soak damage if possible | |
if (wounds > 0 && defender.bennies > 0) { | |
defender.bennies--; | |
var soak = Math.floor((ddx(defender.constitution) - defender.wounds) / 4); | |
if (soak > 0) wounds -= soak; | |
if (wounds == 0) defender.shaken = false; | |
} | |
if (wounds > 0) { | |
defender.wounds -= wounds; | |
} | |
return defender.wounds <= -4; | |
} | |
return false; | |
} | |
function killAlrik() { | |
var alrik = { | |
agility: 8, | |
strength: 8, | |
constitution: 6, | |
spirit: 6, | |
fighting: 8, | |
parry: 6, | |
toughness: 8, | |
wounds: 0, | |
shaken: false, | |
bennies: 2 | |
}; | |
for (var turn = 1; ; turn++) { | |
if (attack(alrik, alrik)) { | |
return turn; | |
} | |
} | |
} | |
function sample(fn, count) { | |
var samples = [], i; | |
for (i = 0; i < 200; i++) { | |
samples.push(0); | |
} | |
for (i = 0; i < count; i++) { | |
samples[fn()]++; | |
} | |
return samples; | |
} | |
function variance(samples, count) { | |
var m = 0, v = 0, i; | |
for (i = 0; i < samples.length; i++) { | |
m += i * samples[i]; | |
} | |
m /= count; | |
for (i = 0; i < samples.length; i++) { | |
v += Math.pow(i - m, 2) * samples[i]; | |
} | |
v /= count; | |
return [m, Math.sqrt(v)]; | |
} | |
function graph(samples, count) { | |
var i, s, x, p, f = 400; | |
for (i = 0; i < samples.length; i++) { | |
if (samples[i] > 0) { | |
p = Math.round(samples[i] / count * 1000); | |
if (p > .1) { | |
s = "" + i; | |
while (s.length < 2) { | |
s = " " + s; | |
} | |
s += ": "; | |
x = Math.round(samples[i] / count * f); | |
do { | |
s += "-"; | |
} while (--x > 0); | |
console.log(s + " " + p / 10 + "%"); | |
} | |
} | |
} | |
} | |
var count = 10000; | |
var samples = sample(killAlrik, count); | |
console.log(variance(samples, count)); | |
graph(samples, count); |
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