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rolls.py
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73 lines (53 loc) · 2.52 KB
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from random import shuffle, randint, choice
def roll3d6() -> list:
rolls = [randint(1, 6) for x in range(3)]
rolls.sort()
return rolls
# NOTE: Specific rolls may use more/less dice, or take
# more modifiers, at some point.
def roll_for_fleet_movement() -> bool:
return sum(roll3d6()) <= 4
def roll_for_fleet_explosion() -> bool:
return sum(roll3d6()) <= 9
def roll_for_front_line_small_explosion() -> bool:
return sum(roll3d6()) <= 4
def roll_asw_encounter(traffic_points, mods=[]) -> int:
return sum(roll3d6()) - min((traffic_points + sum(mods), 5))
def roll_shipping_encounter(traffic_points, mods=[]) -> int:
return sum(roll3d6()) - (2 + traffic_points + sum(mods))
def roll_large_encounter(traffic_points, mods=[]) -> bool:
return sum(roll3d6()) - (2 + traffic_points + sum(mods)) <= 0
def roll_sub_encounter(traffic_points, mods=[]) -> bool:
return sum(roll3d6()) - (2 + traffic_points + sum(mods)) <= 0
def roll_heavy_escort_encounter(traffic_points, mods=[]) -> bool:
return sum(roll3d6()) - (2 + traffic_points + sum(mods)) <= 0
def roll_offmap_asw_encounter(traffic_points, mods=[]) -> bool:
return sum(roll3d6()) - (2 + traffic_points + sum(mods)) <= 0
def roll_neutrals_encounter(traffic_points, mods=[]) -> bool:
return sum(roll3d6()) - (2 + traffic_points + sum(mods)) <= 0
def roll_torpedo_damage() -> int:
return sum(roll3d6())
def roll_missile_damage() -> int:
return sum(roll3d6())
def roll_for_acc_degradation() -> int:
return sum(roll3d6()) // 2
def roll_for_acc_upgrade() -> int:
return sum(roll3d6()) // 2
def roll_for_front_change(mods) -> int:
return sum(roll3d6()) <= 6 + sum(mods)
# Similar to the way skill checks work in GURPS.
def roll_skill_check(entity, skill, mods=[]) -> int:
return sum(roll3d6()) - (entity.skills[skill] + sum(mods))
# Similar to a regular skill contest in GURPS
def roll_skill_contest(entity_a, entity_b, skill_a, skill_b, mods_a=[], mods_b=[]) -> dict:
while True:
roll_a = roll_skill_check(entity_a, skill_a, mods_a)
roll_b = roll_skill_check(entity_b, skill_b, mods_b)
if roll_a <= 0 and roll_b > 0:
return {"entity": entity_a, "skill": skill_a, "roll": roll_a}
elif roll_b <= 0 and roll_a > 0:
return {"entity": entity_b, "skill": skill_b, "roll": roll_b}
elif roll_a < roll_b:
return {"entity": entity_a, "skill": skill_a, "roll": roll_a}
elif roll_b < roll_a:
return {"entity": entity_b, "skill": skill_b, "roll": roll_b}