All files / games/opend6-dices/src roll.ts

100% Statements 36/36
86.67% Branches 13/15
100% Functions 7/7
100% Lines 35/35

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import { Dice6, DiceInterface } from "jga-games-dices";
 
export class Roll {
    public static CRITICAL_FAILURE = 1;
    public static CRITICAL_SUCCESS = 6;
 
    public readonly dice: DiceInterface;
    public readonly diceSides: number;
    public readonly diceNumber: number;
    public readonly modifier: number;
 
    protected isFailure = false;
    protected isSuccess = false;
 
    /**
     * Constructor
     *
     * @param dieCode string Regex matching a number of dices, their sides and a modifier
     */
    public constructor(dieCode?: string) {
        this.diceNumber = 1;
        this.diceSides = 6;
        this.modifier = 0;
 
        if (null != dieCode) {
            const re = /(\d)?d(\d+)([+-])?(\d)*/;
            const matches = dieCode.match(re);
 
            if (null !== matches) {
                this.diceNumber = parseInt(
                    matches[1] || String(this.diceNumber),
                    10,
                );
                this.diceSides = parseInt(
                    matches[2] || String(this.diceSides),
                    10,
                );
                this.modifier = parseInt(
                    matches[3] + matches[4] || String(this.modifier),
                    10,
                );
            }
        }
 
        this.dice = this.createDice();
    }
 
    /**
     * Get roll reesult
     * @return number
     */
    public getResult(): number {
        return this.roll();
    }
 
    /**
     * Is a critical failure
     * @return boolean
     */
    public isCriticalFailure(): boolean {
        return this.isFailure;
    }
 
    /**
     * Is a critical success
     * @return boolean
     */
    public isCriticalSuccess(): boolean {
        return this.isSuccess;
    }
 
    /**
     * Check if roll is greater or equal than target
     * @return boolean
     */
    public resolve(target: number): boolean {
        return this.getResult() >= target;
    }
 
    /**
     * Dice builder
     *
     * @return DiceInterface
     */
    private createDice(): DiceInterface {
        return new Dice6();
    }
 
    /**
     * Roll dices
     *
     * @return number
     */
    private roll(): number {
        let rollResult = 0;
        let tmp: number;
 
        // Wild die
        rollResult += this.dice.roll();
 
        switch (rollResult) {
            case Roll.CRITICAL_FAILURE:
                this.isFailure = true;
                break;
 
            case Roll.CRITICAL_SUCCESS:
                this.isSuccess = true;
 
                do {
                    tmp = this.dice.roll();
                    rollResult += tmp;
                } while (Roll.CRITICAL_SUCCESS === tmp);
                break;
 
            default:
                for (let i = 0; i < this.diceNumber - 1; i++) {
                    rollResult += this.dice.roll();
                }
        }
 
        return rollResult + this.modifier <= 0 ? 1 : rollResult + this.modifier;
    }
}