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Add dnd-character exercise (#705)
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glennj authored Nov 23, 2024
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8 changes: 8 additions & 0 deletions config.json
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"prerequisites": [],
"difficulty": 1
},
{
"slug": "dnd-character",
"name": "D&D Character",
"uuid": "f018dfdd-001f-4ec7-a46c-9dcea229c4c4",
"practices": [],
"prerequisites": [],
"difficulty": 4
},
{
"slug": "etl",
"name": "ETL",
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32 changes: 32 additions & 0 deletions exercises/practice/dnd-character/.docs/instructions.md
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# Instructions

For a game of [Dungeons & Dragons][dnd], each player starts by generating a character they can play with.
This character has, among other things, six abilities; strength, dexterity, constitution, intelligence, wisdom and charisma.
These six abilities have scores that are determined randomly.
You do this by rolling four 6-sided dice and recording the sum of the largest three dice.
You do this six times, once for each ability.

Your character's initial hitpoints are 10 + your character's constitution modifier.
You find your character's constitution modifier by subtracting 10 from your character's constitution, divide by 2 and round down.

Write a random character generator that follows the above rules.

For example, the six throws of four dice may look like:

- 5, 3, 1, 6: You discard the 1 and sum 5 + 3 + 6 = 14, which you assign to strength.
- 3, 2, 5, 3: You discard the 2 and sum 3 + 5 + 3 = 11, which you assign to dexterity.
- 1, 1, 1, 1: You discard the 1 and sum 1 + 1 + 1 = 3, which you assign to constitution.
- 2, 1, 6, 6: You discard the 1 and sum 2 + 6 + 6 = 14, which you assign to intelligence.
- 3, 5, 3, 4: You discard the 3 and sum 5 + 3 + 4 = 12, which you assign to wisdom.
- 6, 6, 6, 6: You discard the 6 and sum 6 + 6 + 6 = 18, which you assign to charisma.

Because constitution is 3, the constitution modifier is -4 and the hitpoints are 6.

~~~~exercism/note
Most programming languages feature (pseudo-)random generators, but few programming languages are designed to roll dice.
One such language is [Troll][troll].
[troll]: https://di.ku.dk/Ansatte/?pure=da%2Fpublications%2Ftroll-a-language-for-specifying-dicerolls(84a45ff0-068b-11df-825d-000ea68e967b)%2Fexport.html
~~~~

[dnd]: https://en.wikipedia.org/wiki/Dungeons_%26_Dragons
10 changes: 10 additions & 0 deletions exercises/practice/dnd-character/.docs/introduction.md
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# Introduction

After weeks of anticipation, you and your friends get together for your very first game of [Dungeons & Dragons][dnd] (D&D).
Since this is the first session of the game, each player has to generate a character to play with.
The character's abilities are determined by rolling 6-sided dice, but where _are_ the dice?
With a shock, you realize that your friends are waiting for _you_ to produce the dice; after all it was your idea to play D&D!
Panicking, you realize you forgot to bring the dice, which would mean no D&D game.
As you have some basic coding skills, you quickly come up with a solution: you'll write a program to simulate dice rolls.

[dnd]: https://en.wikipedia.org/wiki/Dungeons_%26_Dragons
19 changes: 19 additions & 0 deletions exercises/practice/dnd-character/.meta/config.json
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{
"authors": [
"glennj"
],
"files": {
"solution": [
"lib/DndCharacter.pm"
],
"test": [
"t/dnd-character.t"
],
"example": [
".meta/solutions/lib/DndCharacter.pm"
]
},
"blurb": "Randomly generate Dungeons & Dragons characters.",
"source": "Simon Shine, Erik Schierboom",
"source_url": "https://github.com/exercism/problem-specifications/issues/616#issuecomment-437358945"
}
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use strict;
use warnings;
use experimental qw<signatures postderef postderef_qq>;
use Feature::Compat::Class;

class DndCharacter;

use POSIX qw<floor>;

sub modifier ( $class, $score ) {
return floor( ( $score - 10 ) / 2 );
}

sub ability {
my $d6 = sub { 1 + int( rand(6) ) };
my $min = 6;
my $sum = 0;
for $_ ( 1 .. 4 ) {
my $die = $d6->();
$sum += $die;
$min = $die if $min > $die;
}
return $sum - $min;
}

field $strength :reader;
field $dexterity :reader;
field $constitution :reader;
field $intelligence :reader;
field $wisdom :reader;
field $charisma :reader;
field $hitpoints :reader;

ADJUST {
$strength = __CLASS__->ability;
$dexterity = __CLASS__->ability;
$constitution = __CLASS__->ability;
$intelligence = __CLASS__->ability;
$wisdom = __CLASS__->ability;
$charisma = __CLASS__->ability;
$hitpoints = __CLASS__->modifier($constitution) + 10;
}

1;
109 changes: 109 additions & 0 deletions exercises/practice/dnd-character/.meta/template-data.yaml
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class: true
properties:
modifier:
test: |-
use Data::Dmp;
sprintf(<<~'END', $case->{input}{score}, $case->{expected}, dmp($case->{description}));
is(
DndCharacter->modifier(%d),
%d,
%s
);
END
ability:
test: |-
use Data::Dmp;
sprintf(<<~'END', dmp($case->{description}));
ok(
lives {
for my $i (1..100) {
my $score = DndCharacter->ability();
die if $score < 3 || $score > 18;
}
},
%s
);
END
character:
test: |-
use Data::Dmp;
if ($case->{description} eq 'random character is valid') {
sprintf(<<~'END', dmp($case->{description}));
ok(
lives {
for my $i (1..100) {
my $character = DndCharacter->new();
die if $character->strength < 3 || $character->strength > 18;
die if $character->dexterity < 3 || $character->dexterity > 18;
die if $character->constitution < 3 || $character->constitution > 18;
die if $character->intelligence < 3 || $character->intelligence > 18;
die if $character->wisdom < 3 || $character->wisdom > 18;
die if $character->charisma < 3 || $character->charisma > 18;
die if $character->hitpoints != 10 + DndCharacter->modifier($character->constitution);
}
},
%s
);
END
}
elsif ($case->{description} eq 'each ability is only calculated once') {
sprintf(<<~'END', dmp($case->{description}));
ok(
lives {
for my $i (1..100) {
my $character = DndCharacter->new();
die if $character->strength != $character->strength;
die if $character->dexterity != $character->dexterity;
die if $character->constitution != $character->constitution;
die if $character->intelligence != $character->intelligence;
die if $character->wisdom != $character->wisdom;
die if $character->charisma != $character->charisma;
}
},
%s
);
END
}
stub: |-
# implement the DndCharacter class
example: |-
use POSIX qw<floor>;
sub modifier ($class, $score) {
return floor(($score - 10) / 2);
}
sub ability {
my $d6 = sub { 1 + int(rand(6)) };
my $min = 6;
my $sum = 0;
for $_ (1..4) {
my $die = $d6->();
$sum += $die;
$min = $die if $min > $die;
}
return $sum - $min;
}
field $strength :reader;
field $dexterity :reader;
field $constitution :reader;
field $intelligence :reader;
field $wisdom :reader;
field $charisma :reader;
field $hitpoints :reader;
ADJUST {
$strength = __CLASS__->ability;
$dexterity = __CLASS__->ability;
$constitution = __CLASS__->ability;
$intelligence = __CLASS__->ability;
$wisdom = __CLASS__->ability;
$charisma = __CLASS__->ability;
$hitpoints = __CLASS__->modifier($constitution) + 10;
}
72 changes: 72 additions & 0 deletions exercises/practice/dnd-character/.meta/tests.toml
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# This is an auto-generated file.
#
# Regenerating this file via `configlet sync` will:
# - Recreate every `description` key/value pair
# - Recreate every `reimplements` key/value pair, where they exist in problem-specifications
# - Remove any `include = true` key/value pair (an omitted `include` key implies inclusion)
# - Preserve any other key/value pair
#
# As user-added comments (using the # character) will be removed when this file
# is regenerated, comments can be added via a `comment` key.

[1e9ae1dc-35bd-43ba-aa08-e4b94c20fa37]
description = "ability modifier -> ability modifier for score 3 is -4"

[cc9bb24e-56b8-4e9e-989d-a0d1a29ebb9c]
description = "ability modifier -> ability modifier for score 4 is -3"

[5b519fcd-6946-41ee-91fe-34b4f9808326]
description = "ability modifier -> ability modifier for score 5 is -3"

[dc2913bd-6d7a-402e-b1e2-6d568b1cbe21]
description = "ability modifier -> ability modifier for score 6 is -2"

[099440f5-0d66-4b1a-8a10-8f3a03cc499f]
description = "ability modifier -> ability modifier for score 7 is -2"

[cfda6e5c-3489-42f0-b22b-4acb47084df0]
description = "ability modifier -> ability modifier for score 8 is -1"

[c70f0507-fa7e-4228-8463-858bfbba1754]
description = "ability modifier -> ability modifier for score 9 is -1"

[6f4e6c88-1cd9-46a0-92b8-db4a99b372f7]
description = "ability modifier -> ability modifier for score 10 is 0"

[e00d9e5c-63c8-413f-879d-cd9be9697097]
description = "ability modifier -> ability modifier for score 11 is 0"

[eea06f3c-8de0-45e7-9d9d-b8cab4179715]
description = "ability modifier -> ability modifier for score 12 is +1"

[9c51f6be-db72-4af7-92ac-b293a02c0dcd]
description = "ability modifier -> ability modifier for score 13 is +1"

[94053a5d-53b6-4efc-b669-a8b5098f7762]
description = "ability modifier -> ability modifier for score 14 is +2"

[8c33e7ca-3f9f-4820-8ab3-65f2c9e2f0e2]
description = "ability modifier -> ability modifier for score 15 is +2"

[c3ec871e-1791-44d0-b3cc-77e5fb4cd33d]
description = "ability modifier -> ability modifier for score 16 is +3"

[3d053cee-2888-4616-b9fd-602a3b1efff4]
description = "ability modifier -> ability modifier for score 17 is +3"

[bafd997a-e852-4e56-9f65-14b60261faee]
description = "ability modifier -> ability modifier for score 18 is +4"

[4f28f19c-2e47-4453-a46a-c0d365259c14]
description = "random ability is within range"

[385d7e72-864f-4e88-8279-81a7d75b04ad]
description = "random character is valid"

[2ca77b9b-c099-46c3-a02c-0d0f68ffa0fe]
description = "each ability is only calculated once"
include = false

[dca2b2ec-f729-4551-84b9-078876bb4808]
description = "each ability is only calculated once"
reimplements = "2ca77b9b-c099-46c3-a02c-0d0f68ffa0fe"
8 changes: 8 additions & 0 deletions exercises/practice/dnd-character/lib/DndCharacter.pm
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use v5.40;
use experimental qw<class>;

class DndCharacter;

# implement the DndCharacter class

1;
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