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Added D10 and easier die selection
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@ -7,6 +7,7 @@
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anchor_right = 1.0
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anchor_bottom = 1.0
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script = ExtResource( 1 )
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desiredDice = [ 20, 7, 10 ]
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[node name="ColorRect" type="ColorRect" parent="."]
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anchor_right = 1.0
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@ -4,15 +4,8 @@ extends Button
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class_name Die
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#array of valid number of faces
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var dieTypes = [4, 6, 8, 10, 12, 20]
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#value of selected die type
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var numFaces: int
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#bool will be used to check if a valid die type was chosen
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var validNumFaces = false
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#Class constructor
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func _init(value):
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numFaces = value
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@ -21,18 +14,8 @@ func _init(value):
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func rollDie():
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randomize()
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#check if selected die type exists in dieTypes array
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for value in dieTypes:
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if value == numFaces:
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validNumFaces = true
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#if the selected die type exists, we can roll an integer value based on the number of sides.
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if validNumFaces:
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var rolledNum
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rolledNum = randi() % numFaces + 1
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return rolledNum
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else:
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print("You do not have a valid number of sides on the die!")
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return
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var rolledNum
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rolledNum = randi() % numFaces + 1
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return rolledNum
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@ -5,6 +5,14 @@ extends Control
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export var desiredDice = [20, 8]
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var validDieTypes = [4, 6, 8, 10, 12, 20]
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#boolean for if a percentageroll is taking place
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#we need a boolean for this because the way a percentage roll is calculated
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#with two D10s is different than if one were using other dice
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var isPercentageRoll = false
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#diceUsed holds the dice objects that are rolled
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var diceUsed = []
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@ -29,7 +37,15 @@ var degreeOfSuccess
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#Load the diceInPlay array
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func _ready():
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for elem in desiredDice:
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diceInPlay.append(Die.new(elem))
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if elem in validDieTypes:
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diceInPlay.append(Die.new(elem))
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#conditional to check if two D10s are being used
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#if so, we know that a percentage roll is taking place
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if len(desiredDice) == 2 && desiredDice[0] == 10 && desiredDice[1] == 10:
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isPercentageRoll = true
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#This is the function that returns the percentage of a rolled die (rolled val / total sides)
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#The UML showed that this function only had one parameter, "inputedDie," so I assumed that
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@ -37,12 +53,23 @@ func _ready():
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#As a result, I would get the total sides by ensuring that the inputedDie corresponds to the die at index 0
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#of the diceInPlay array.
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func returnDiePercentage(inputedDie):
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var totalSides = diceInPlay[0].numFaces
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#ensuring we don't lose the die objects in memory by storing them in another array
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diceUsed.append(diceInPlay[0])
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diceInPlay.remove(0)
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#Checks if a percentageroll is being done
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if isPercentageRoll:
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#This conditional is used to detemrine if the rolled value is
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#for the tens or ones digit
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if (len(diceUsed) == 1):
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return float(inputedDie % 10) / 10.0
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else:
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return float(inputedDie % 10) / 100.0
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var result = float(inputedDie) / float(totalSides)
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return result
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@ -102,8 +129,13 @@ func _on_Die_button_down():
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#increment denominator
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denominator += 1
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#result is average of sum of percentages
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var result = sumOfPercentages / denominator
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var result
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if isPercentageRoll:
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#Percentage roll result remains the sum of the rolls
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result = sumOfPercentages
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else:
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#result is average of sum of percentages otherwise
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result = sumOfPercentages / denominator
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passedRoll = (result >= neededPercentageToPass)
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