Metadata-Version: 2.4
Name: ndice
Version: 0.1.4
Summary: A dice rolling library for games.
Keywords: dice,roll,random,game,rpg
Author: Don McCaughey
Author-email: Don McCaughey <don@donm.cc>
License-Expression: BSD-2-Clause
License-File: LICENSE
Classifier: Development Status :: 3 - Alpha
Classifier: Intended Audience :: Developers
Classifier: License :: OSI Approved :: BSD License
Classifier: Operating System :: OS Independent
Classifier: Programming Language :: Python :: 3.13
Classifier: Topic :: Games/Entertainment :: Role-Playing
Requires-Python: >=3.13
Project-URL: changelog, https://git.sr.ht/~donmcc/ndice/tree/main/item/CHANGELOG.md
Project-URL: documentation, https://git.sr.ht/~donmcc/ndice
Project-URL: homepage, https://git.sr.ht/~donmcc/ndice
Project-URL: repository, https://git.sr.ht/~donmcc/ndice
Description-Content-Type: text/markdown

# ndice

A dice rolling library for games.

[![builds.sr.ht status][badge]][builds]

[badge]: https://builds.sr.ht/~donmcc/ndice.svg
[builds]: https://builds.sr.ht/~donmcc/ndice

`ndice` is a package for rolling dice expressions like **d6+2** or **3d6-3x10**
with a compact API.

    from ndice import d6, d8, d20, d100, plus, minus, times, roll, rng
    
    if roll(rng, d100) <= 25:
        copper = roll(rng, d6, times(1000))

    str_mod = minus(1)
    magic_sword_mod = plus(2)
    monster_armor_class = 13
    if roll(rng, d20, str_mod, magic_sword_mod) >= monster_armor_class:
        damage = roll(rng, d8)


## Random Number Generator (RNG)

Rolling dice requires a "random" number generator.  The `rng` generator produces
actual random numbers.  `PRNG()` creates a deterministic pseudo-random number
sequence given a seed value.

Fake generators `high`, `low` and `mid` always roll the highest, lowest or middle
values respectively.  `AscendingRNG()` and `FixedRNG()` create other fake
generators.   


## Operations (Op)

The `Op` enum defines three operations used in dice expressions: `Op.PLUS` (+),
`Op.MINUS` (-) and `Op.TIMES` (x).


## Dice

A `Dice` object represents a single term in a dice expression like **2d6** or
**-2**.  The `Dice` object contains three attributes: `number`, `sides` and `op`. 
The values for `number` and `sides` must be zero or greater.  If not specified,
`op` defaults to `Op.PLUS`.

Rolling zero dice with any number of sides always returns 0.  Rolling any number
of zero-sided dice also always returns 0.

Constant modifiers ("mods") like **-2** or **x10** are defined as `Dice`
instances where `number` is the mod value and `sides` is 1.

`ndice` contains predefined common dice like `d6`, `d20` and `three_d6`.  A single
die type can be defined with the `d()` function, an alias for `Dice.die()`.

    from ndice import d

    d5 = d(5)

A number of dice can be defined with the `nd()` function, an alias for
`Dice.n_dice()`.

    from ndice import nd

    three_d8 = nd(3, 8)

Instances of `Dice` are immutable and cached, so `d(6)` will return the same `Dice`
instance that `d6` refers to.

    from ndice import d, d6

    assert d(6) is d6  # always true


## Rolls

The `roll()` function takes a random number generator and zero or more `Dice`
instances.  It returns the total of the given dice expression, or zero if no
dice are given.

    from ndice import roll, d6, minus, times, rng, high

    total = roll(rng)
    # total is zero

    total = roll(high, d6, minus(1), times(10))
    # total is 6 - 1 x 10 = 50

Note that dice expressions are always evaluated from left to right; `times()`
or `Op.TIMES` does not have higher precedence than plus or minus.

The `min_roll()` and `max_roll()` functions are equivalent to `roll(low, ...)` and
`roll(high, ...)` respectively.


### Individual Die Rolls

Sometimes you need the individual die rolls rather than the total.  The
`Dice.roll_each_die()` method returns the individual die rolls of a `Dice`
instance as a list.

    from ndice import four_d6, PRNG

    prng = PRNG(1122334455)
    rolls = four_d6.roll_each_die(prng)
    # rolls is [4, 4, 2, 6]
