all features implemented
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@@ -0,0 +1,205 @@
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public struct Dice {
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// MARK: Private
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private var d6: Int {
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Int.random(in: 1...6)
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}
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// MARK: Enums
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public enum DiceType: Int, CaseIterable {
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case one = 1
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case two = 2
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case three = 3
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case four = 4
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case five = 5
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case six = 6
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}
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public enum RollModifiers: Int {
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case negative = -1
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case none = 0
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case positive = 1
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public func add() -> RollModifiers {
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switch self {
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case .negative: return .none
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case .none: return .positive
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case .positive: return .positive
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}
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}
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public func remove() -> RollModifiers {
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switch self {
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case .negative: return .negative
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case .none: return .negative
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case .positive: return .none
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}
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}
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}
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// MARK: Variables
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public var one = 0
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public var two = 0
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public var three = 0
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public var four = 0
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public var five = 0
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public var six = 0
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public init() {}
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// MARK: Roll controllers
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public mutating func roll(howMany: Int) {
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clear()
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var y = howMany
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while y > 0 {
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switch d6 {
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case 1: one += 1
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case 2: two += 1
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case 3: three += 1
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case 4: four += 1
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case 5: five += 1
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default: six += 1
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}
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y -= 1
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}
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}
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// MARK: Calculations
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public func total(cutoff: Int, modifier: RollModifiers) -> Int {
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var total = six
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switch modifier {
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case .none:
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switch cutoff {
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case 5: total += five
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case 4: total += four + five
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case 3: total += three + four + five
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case 2: total += two + three + four + five
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default: break
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}
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case .negative:
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switch cutoff {
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case 4: total += five
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case 3: total += four + five
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case 2: total += three + four + five
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case 1: total += two + three + four + five
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default: break
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}
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case .positive:
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switch cutoff {
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case 6: total += five
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case 5: total += four + five
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case 4: total += three + four + five
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case 3, 2: total += two + three + four + five
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default: break
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}
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}
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return total
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}
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public func hit(cutoff: Int, modifier: Int) -> Int {
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total(cutoff: cutoff, modifier: RollModifiers(rawValue: modifier) ?? .none)
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}
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public func wound(cutoff: Int, modifier: Int) -> Int {
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total(cutoff: cutoff, modifier: RollModifiers(rawValue: modifier) ?? .none)
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}
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public func armour(save: Int, armourPenetration: Int, invulnerable: Bool) -> Int {
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var total = 0
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switch invulnerable ? save : (save + armourPenetration) {
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case 7...: total = six + five + four + three + two + one
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case 6: total = five + four + three + two + one
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case 5: total = four + three + two + one
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case 4: total = three + two + one
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case 3: total = two + one
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default: total = one
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}
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return total
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}
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// MARK: Utilities
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public mutating func clear() {
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one = 0; two = 0; three = 0; four = 0; five = 0; six = 0
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}
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public mutating func add(pool: Dice) {
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one += pool.one; two += pool.two; three += pool.three
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four += pool.four; five += pool.five; six += pool.six
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}
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public func value(which: DiceType) -> Int {
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switch which {
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case .one: return one
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case .two: return two
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case .three: return three
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case .four: return four
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case .five: return five
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case .six: return six
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}
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}
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public mutating func increment(die: DiceType) {
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switch die {
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case .one: one += 1
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case .two: two += 1
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case .three: three += 1
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case .four: four += 1
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case .five: five += 1
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case .six: six += 1
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}
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}
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public mutating func decrement(die: DiceType) {
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switch die {
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case .one: if one > 0 { one -= 1 }
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case .two: if two > 0 { two -= 1 }
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case .three: if three > 0 { three -= 1 }
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case .four: if four > 0 { four -= 1 }
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case .five: if five > 0 { five -= 1 }
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case .six: if six > 0 { six -= 1 }
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}
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}
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public mutating func reroll(dice: DiceType) {
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var rerolls = Dice()
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switch dice {
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case .one: rerolls.roll(howMany: one); one = 0; self.add(pool: rerolls)
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case .two: rerolls.roll(howMany: two); two = 0; self.add(pool: rerolls)
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case .three: rerolls.roll(howMany: three); three = 0; self.add(pool: rerolls)
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case .four: rerolls.roll(howMany: four); four = 0; self.add(pool: rerolls)
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case .five: rerolls.roll(howMany: five); five = 0; self.add(pool: rerolls)
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case .six: rerolls.roll(howMany: six); six = 0; self.add(pool: rerolls)
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}
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}
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public mutating func rerollBelow(cutoff: Int) {
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var count = 0
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for faceValue in 1..<cutoff {
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guard let face = DiceType(rawValue: faceValue) else { continue }
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count += value(which: face)
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switch face {
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case .one: one = 0
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case .two: two = 0
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case .three: three = 0
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case .four: four = 0
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case .five: five = 0
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case .six: six = 0
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}
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}
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var rerolls = Dice()
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rerolls.roll(howMany: count)
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add(pool: rerolls)
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}
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public mutating func blowup(dice: DiceType) {
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var rolls = Dice()
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if dice == .six {
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rolls.roll(howMany: six)
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self.add(pool: rolls)
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} else if dice == .five {
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rolls.roll(howMany: six + five)
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self.add(pool: rolls)
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}
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}
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}
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@@ -0,0 +1,8 @@
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public func woundCutoff(strength: Int, toughness: Int) -> Int {
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let ratio = Float(strength) / Float(toughness)
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if ratio >= 2.0 { return 2 }
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else if ratio > 1.0 { return 3 }
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else if ratio == 1.0 { return 4 }
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else if ratio <= 0.5 { return 6 }
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else { return 5 }
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}
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