Advanced Calculator for Dice
Project description
PythonDice
This is a python package that includes a simple to use and powerful dice probability engine.
This package offers features and capabilities to calculate probabilities of arbitrary dice scripts including full capabilities of anydice.com
.
Additionaly, this package includes the first* custom built compiler that translates almost any** valid anydice.com
code into runnable python code.
This project is still in early development but everything mentioned above is complete. (project started October 2024)
* as far as we know
** very few edge cases mentioned at the end
Installation
pip install dice-calc
This package has no dependencies.
Basic Usage
If you are familiar with the anydice.com
language then you should skip to section compiling anydice.com code
which automatically converts the provided anydice
code to this packages code thus teaching you all the nuances of this package.
The examples below are not comprehensive at all. They just show very basic use cases of our package.
Example #1:
Let's roll a single d20 dice (a d20 is a regular twenty sided-die)
from dice_calc.randvar import roll
X = roll(20)
print(X)
10.5 ± 5.77
1: 5.00 ████
2: 5.00 ████
3: 5.00 ████
4: 5.00 ████
5: 5.00 ████
6: 5.00 ████
7: 5.00 ████
8: 5.00 ████
9: 5.00 ████
10: 5.00 ████
11: 5.00 ████
12: 5.00 ████
13: 5.00 ████
14: 5.00 ████
15: 5.00 ████
16: 5.00 ████
17: 5.00 ████
18: 5.00 ████
19: 5.00 ████
20: 5.00 ████
----------------------------------------------------------------------------------------
The numbers on the first line are the mean and std.
Example #2
Let's roll two d6 dice (a d6 is a regular six sided-die)
from dice_calc.randvar import roll
X = roll(2, 6) # or roll(6) + roll(6)
print(X)
7.0 ± 2.42
2: 2.78 ██
3: 5.56 ████
4: 8.33 ██████
5: 11.11 █████████
6: 13.89 ███████████
7: 16.67 █████████████
8: 13.89 ███████████
9: 11.11 █████████
10: 8.33 ██████
11: 5.56 ████
12: 2.78 ██
----------------------------------------------------------------------------------------
Example #3
What about rolling a D20 plus a D6?
from dice_calc.randvar import roll
X = roll(20) + roll(6)
print(X)
14.0 ± 6.01
2: 0.83 █
3: 1.67 █
4: 2.50 ██
5: 3.33 ███
6: 4.17 ███
7: 5.00 ████
8: 5.00 ████
9: 5.00 ████
10: 5.00 ████
11: 5.00 ████
12: 5.00 ████
13: 5.00 ████
14: 5.00 ████
15: 5.00 ████
16: 5.00 ████
17: 5.00 ████
18: 5.00 ████
19: 5.00 ████
20: 5.00 ████
21: 5.00 ████
22: 4.17 ███
23: 3.33 ███
24: 2.50 ██
25: 1.67 █
26: 0.83 █
----------------------------------------------------------------------------------------
Example #4
What about the probability distribution of rolling two D20's with advantage (i.e. rolling two D20's and taking the highest number)
from dice_calc.randvar import roll
X = 1 @ roll(2, 20)
print(X)
13.82 ± 4.71
1: 0.25
2: 0.75 █
3: 1.25 █
4: 1.75 █
5: 2.25 ██
6: 2.75 ██
7: 3.25 ███
8: 3.75 ███
9: 4.25 ███
10: 4.75 ████
11: 5.25 ████
12: 5.75 ████
13: 6.25 █████
14: 6.75 █████
15: 7.25 ██████
16: 7.75 ██████
17: 8.25 ██████
18: 8.75 ███████
19: 9.25 ███████
20: 9.75 ████████
----------------------------------------------------------------------------------------
Example #5
Let's try a slightly more complex example.
Rolling a D20 with advantage + two D6's + 5
from dice_calc.randvar import roll
D20_adv = 1 @ roll(2, 20)
two_D6 = roll(2, 6)
result = D20_adv + two_D6 + 5
print(result)
25.82 ± 5.29
8: 0.01
9: 0.03
10: 0.10
11: 0.21
12: 0.38
13: 0.63
14: 0.96 █
15: 1.35 █
16: 1.78 █
17: 2.26 ██
18: 2.75 ██
19: 3.25 ███
20: 3.75 ███
21: 4.25 ███
22: 4.75 ████
23: 5.25 ████
24: 5.75 ████
25: 6.25 █████
26: 6.75 █████
27: 7.25 ██████
28: 7.47 ██████
29: 7.38 ██████
30: 6.99 █████
31: 6.26 █████
32: 5.20 ████
33: 3.78 ███
34: 2.57 ██
35: 1.57 █
36: 0.80 █
37: 0.27
----------------------------------------------------------------------------------------
Complex Example:
Let's try calculating the total damage of the following attack on a boss in an RPG:
- TO HIT: 1d20 + 7 against 22 AC (less than 22 is a miss. rolling a 20 is a CRITICAL so double the damage die)
- DAMAGE: 2d8 + 4 blunt damange
- + 1d4 thunder damage
- + 1d10 + 3 radiant damange (half damage if the target succeeds a 16 DC wisdom saving throw, boss has +5 wis saving throw)
from dice_calc.randvar import roll, anydice_casting
@anydice_casting()
def calculate(to_hit_roll: int, save_roll: int): # type hinting as int REQUIRED!!!
if to_hit_roll + 7 < 22: # miss
return 0
is_crit = (to_hit_roll == 20)
dmg_die_mult = 2 if is_crit else 1
blung_dmg = roll(2 * dmg_die_mult, 8) + 4
thund_dmg = roll(1 * dmg_die_mult, 4)
radiant_dmg = roll(1 * dmg_die_mult, 10) + 3
if save_roll + 5 >= 16: # save success
radiant_dmg = radiant_dmg // 2
return blung_dmg + thund_dmg + radiant_dmg
X = calculate(roll(20), roll(20))
# plotting code
from matplotlib import pyplot as plt
vals, probs = zip(*X.get_vals_probs())
plt.bar(vals, probs); plt.xlabel('Damage'); plt.ylabel('Probability');
Notice how we used the decorator @anydice_casting
to use if
conditions on dice inside of a custom function. Typehinting the input to int
is required, the engine knows that you want to calculate the function many times based on all possible combinations of the input random variable.
Getting probabilities as dict
from dice_calc.randvar import roll
X = 1 @ roll(2, 20) # D20 with advantage
pdf = dict(X.get_vals_probs())
print(pdf)
{1: 0.0025, 2: 0.0075, 3: 0.0125, 4: 0.0175, 5: 0.0225, 6: 0.0275, 7: 0.0325, 8: 0.0375, 9: 0.0425, 10: 0.0475, 11: 0.0525, 12: 0.0575, 13: 0.0625, 14: 0.0675, 15: 0.0725, 16: 0.0775, 17: 0.0825, 18: 0.0875, 19: 0.0925, 20: 0.0975}
plotting using matploblib
from dice_calc.randvar import roll
X = 1 @ roll(2, 20) + 8 # D20 with advantage + 8
# plotting code
from matplotlib import pyplot as plt
vals, probs = zip(*X.get_vals_probs())
percent = [p * 100 for p in probs]
plt.bar(vals, percent); plt.xlabel('Roll'); plt.ylabel('Probability %');
compiling anydice.com code
anydice is a powerful and popular online dice calculater which inspired the creation of this package. Any* valid code from anydice can be converted to valid python code using this package in a single function call.
Below we take an example piece of code from the anydice articles legend of the five rings.
We convert it using the function compile_anydice
and then execute it using our package (p.s. don't forget to import all the library functions as we do below).
from dice_calc.parser.parse_and_exec import compile_anydice
EXAMPLE_CODE = """
function: convert SUM:n {
if SUM >= 1000 {
TENSROLLED: SUM / 1000
result: SUM - TENSROLLED * 990 + TENSROLLED d [explode d10]
}
result: SUM
}
output [convert [highest 3 of 6d{1..9, 1000}]] named "6k3 exploded after keeping"
"""
code = compile_anydice(EXAMPLE_CODE)
print(f'compile retured type:{type(code)}\n')
print(code)
compile retured type:<class 'str'>
@anydice_casting()
def convert_X(SUM: int):
if SUM >= 1000:
TENSROLLED = SUM // 1000
return SUM - TENSROLLED * 990 + roll(TENSROLLED, explode_X(roll(10)))
return SUM
output(convert_X(highest_X_of_X(3, roll(6, Seq([myrange(1, 9), 1000])))), named=f"6k3 exploded after keeping")
# IMPORT EVERYTHING
from dice_calc.randvar import RV, Seq, anydice_casting, output, roll, settings_set
from dice_calc.utils import myrange
from dice_calc.funclib import absolute as absolute_X, contains as X_contains_X, count_in as count_X_in_X, explode as explode_X, highest_N_of_D as highest_X_of_X, lowest_N_of_D as lowest_X_of_X, middle_N_of_D as middle_X_of_X, highest_of_N_and_N as highest_of_X_and_X, lowest_of_N_and_N as lowest_of_X_and_X, maximum_of as maximum_of_X, reverse as reverse_X, sort as sort_X
# EXECUTE CODE FROM COMPILE_ANYDICE
@anydice_casting()
def convert_X(SUM: int):
if SUM >= 1000:
TENSROLLED = SUM // 1000
return SUM - TENSROLLED * 990 + roll(TENSROLLED, explode_X(roll(10)))
return SUM
output(convert_X(highest_X_of_X(3, roll(6, Seq([myrange(1, 9), 1000])))), named=f"6k3 exploded after keeping")
6k3 exploded after keeping 26.53 ± 8.32
3: 0.00
4: 0.00
5: 0.00
6: 0.01
7: 0.02
8: 0.04
9: 0.09
10: 0.17
11: 0.29 █
12: 0.48 █
13: 0.76 █
14: 1.12 ██
15: 1.62 ███
16: 2.22 ████
17: 2.92 █████
18: 3.71 ███████
19: 4.55 ████████
20: 5.31 █████████
21: 6.00 ███████████
22: 6.40 ███████████
23: 6.51 ████████████
24: 6.20 ███████████
25: 5.61 ██████████
26: 4.65 ████████
27: 3.78 ███████
28: 3.14 ██████
29: 3.45 ██████
30: 3.40 ██████
31: 3.32 ██████
32: 3.16 ██████
33: 2.93 █████
34: 2.60 █████
35: 2.21 ████
36: 1.78 ███
... output cropped ...
Or you can do it all in one line
from dice_calc.parser.parse_and_exec import compile_anydice, _get_lib
EXAMPLE_CODE = """
function: convert SUM:n {
if SUM >= 1000 {
TENSROLLED: SUM / 1000
result: SUM - TENSROLLED * 990 + TENSROLLED d [explode d10]
}
result: SUM
}
output [convert [highest 3 of 6d{1..9, 1000}]] named "6k3 exploded after keeping"
"""
exec(compile_anydice(EXAMPLE_CODE), _get_lib())
6k3 exploded after keeping 26.53 ± 8.32
3: 0.00
4: 0.00
5: 0.00
6: 0.01
7: 0.02
8: 0.04
9: 0.09
10: 0.17
11: 0.29 █
12: 0.48 █
13: 0.76 █
14: 1.12 ██
15: 1.62 ███
16: 2.22 ████
17: 2.92 █████
18: 3.71 ███████
19: 4.55 ████████
20: 5.31 █████████
21: 6.00 ███████████
22: 6.40 ███████████
23: 6.51 ████████████
24: 6.20 ███████████
25: 5.61 ██████████
26: 4.65 ████████
27: 3.78 ███████
28: 3.14 ██████
29: 3.45 ██████
30: 3.40 ██████
31: 3.32 ██████
32: 3.16 ██████
33: 2.93 █████
34: 2.60 █████
35: 2.21 ████
36: 1.78 ███
... output cropped ...
Note that calls to the built-in python function exec
executes arbitrary code and could be dangerous if malicious code is run. Only run exec
on code you trust.
compile_anydice
was developed to only generate safe code, but no garuntees are made.
compile_anydice edge cases
The compile_anydice
function was a large part of this project. Under the hood it is a custom compiler built using Python's implementation of lex
and yacc
provided by PLY (Python Lex-Yacc)
.
As far as we tested, almost all valid anydice
code worked perfectly using our compiler, except for very few intentionally ignored subsets of anydice
code mentioned below:
-
Code that includes the expression
#int
: inanydice
, if you perform this operation it returns the number of digits in the integer (i.e.#X
is equivalent to the Python codeint(math.log10(X))+1
(except#0
which is1
)). This is awkward syntax and is intentionally ignored as you really should avoid using#int
. In the rare cases that you do use it, replace that part withint(math.log10(X))+1
in the compiled code manually.- The global fix for this is simple, instead of resolving the
#
character to the built-inlen
, we would resolve it to a custom functionmylen
. The function would returnlen
unless the input is a number in which case it returnsint(math.log10(X))+1
. This is ignored to avoid having the generated code having more ambiguous functions asmylen
(myrange
was enough)
- The global fix for this is simple, instead of resolving the
-
Code that includes the expression
int @ int
: inanydice
, if you you perform theN @ M
operation where both are ints, it returns theN-th
digit ofM
which is a weird syntax and has very few legitimate use cases. The@
symbol in Python calls the__matmul__
function (which is obviously implemented for both custom objects, RV and Seq). However, calling__matmul__
on anint
andint
would raise aTypeError
- The global fix for this is simple but very annoying. The solution would be to implement our own function
mymatmul(p1, p2)
which returnsp1 @ p2
unless both are ints in which case it would returnint(str(p2)[p1-1])
. This is annoying because it would resolve all instances ofP1 @ P2
in anydice code (frequently occurring) to the ugly syntaxmymatmul(p1, p2)
instead of literally the sameP1 @ P2
. And the only reason to use this nasty syntax is to properly handle a very rare case ofint @ int
.
- The global fix for this is simple but very annoying. The solution would be to implement our own function
-
Limit on global function depth: As mentioned in the Anydice Documentation, functions can only support a limited number of nested function calls until results are truncated. By default, this value is 10. You can try this by running the code
function: r {result: 1 + [r]} output [r]
which will yield10
despite theoretically running indefinitely. Additionally, running the followingfunction: hello {result: [r]} output [hello]
yields9
yet it's logically equivelant to the previous function. Thus, inanydice
, a function's result depends on where it was called which is strange behavior and is bad programming. If this is really what you want then pass adepth
variable and decrement it until it reaches zero and stop the recursion with a 0.-
Note: the
explode
function provided in this pacakgesfunclib
is correctly implemented including a limit on its depth. Additionally,set "maximum function depth" to X
is correctly implemented. The limit onexplode
is trivially implemented using a decrementingdepth
counter as suggested above. If you need a similar behavior in your custom functions you should do the same. -
The solution to this for a single function is trivial, track a
depth
variable. The solution for all arbitrary functions is not complex; Simply having a decorator track the current stack level using a globalCUR_DEPTH
variable and refuse to call the function ifCUR_DEPTH
reachesMAX_DEPTH
. This is yet to be implemented but could be depending on if it's needed
-
If you discover any code that behaves differently when run on anydice.com
and when run here using compile_anydice
then please report it to us as an issue so we can keep improving this package.
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