random_selection.js

/**
 * @module RandomSelection
 */
import { FREQ } from "./constants.js";
import { hasColonOutsideParens, splitOn } from "./string_utils.js";
import { roll } from "./random_utils.js";
import RarityTable from "./tables/rarity_table.js";

const RARITIES = {
  C: "common",
  U: "uncommon",
  R: "rare",
};

class SomeTable {
  constructor(key, config) {
    this.rollStr = key.split(":")[1];
    if (Array.isArray(config)) {
      this.table = new RarityTable();
      config.forEach((token) => this.table.add("common", token));
    } else if (Object.values(config).every((v) => FREQ[v])) {
      this.table = new RarityTable();
      for (const [token, rarity] of Object.entries(config)) {
        this.table.add(RARITIES[rarity], token);
      }
    } else {
      this.array = Object.entries(config).map((e) => ({ token: e[0], per: e[1] }));
    }
  }
  add(selected) {
    const num = roll(this.rollStr);
    for (let i = 0; i < num; i++) {
      if (this.array) {
        let oneRoll = roll(100);
        for (let j = 0; j < this.array.length; j++) {
          let e = this.array[j];
          if (e.per >= oneRoll) {
            addKeys(selected, e.token);
            break;
          }
          oneRoll -= e.per;
        }
      } else {
        addKeys(selected, this.table.get());
      }
    }
  }
}

class AnyTable {
  constructor(config) {
    this.array = [];
    if (Array.isArray(config)) {
      config.forEach((el) => this.array.push({ object: el, frequency: 100 }));
    } else {
      for (const [object, frequency] of Object.entries(config)) {
        this.array.push({ frequency, object });
      }
    }
  }
  add(selected) {
    for (const entry of this.array) {
      if (entry.frequency >= roll(100)) {
        addKeys(selected, entry.object);
      }
    }
  }
}

class AllTable {
  constructor(config) {
    if (Array.isArray(config)) {
      this.array = config;
    } else {
      this.array = Object.keys(config);
    }
  }
  add(selected) {
    this.array.forEach((element) => addKeys(selected, element));
  }
}

// A key can have a location ID, or a die expression and an ID, separated
// with a ":". If there's a die roll, we use it to add the ID that number of
// times to the array, allowing for repeated elements.
function addKeys(selected, key) {
  let rollStr = "1";
  if (hasColonOutsideParens(key)) {
    [rollStr, key] = splitOn(key);
  }
  let addedKey = false;
  for (let i = 0, len = roll(rollStr); i < len; i++) {
    let children = key.split("&").map((el) => el.trim());
    for (let j = 0; j < children.length; j++) {
      let child = children[j];
      addedKey = true;
      selected.push(child);
    }
  }
  return addedKey;
}

function walkSelectionTree(node, visitor) {
  if (Array.isArray(node)) {
    node.forEach(visitor);
  } else if (node instanceof Object) {
    for (const [key, child] of Object.entries(node)) {
      if (Array.isArray(child)) {
        child.forEach(visitor);
      } else {
        Object.keys(child).forEach(visitor);
      }
    }
  } else {
    visitor(node);
  }
}

/**
 * This method takes a JSON description of how to select elements in a pseudo-
 * random fashion. It returns an array of selected tokens.
 *
 * **tokens.** A token may consist of the string to be returned, plus a cardinality,
 * in the form "[cardinality]:[string]". The cardinality can be a number ("4") or a
 * dice notation ("2d6"). This is how many times the token will appear in the output
 * array, _if it is selected._ This happens any time we say the token is "added" to
 * the array below.
 *
 * **rules.** There are three: some, any, and all. If an object is passed to the
 * method, these are the property names of the object. In order to repeat rules in
 * this object, they can be postfixed with any value such as all-1" and "all-2".
 * Since each rule is a property, it is associated to a property value descrining the
 * way to select elements from that value:
 *
 * - **some** selects some of the tokens from the array or object. The exact number is
 * indicated by the rule, for example "some:2d3" or "some:2". If it's an array, tokens
 * are randomly selected. If it's an object, the weighted selection is based on the
 * object as described below. Percentages must add up to 100%.
 *
 * - **one** synonymous with "some:1"
 *
 * - **any** selects any of the tokens that match against a percentage test from an
 * array or object. If it's an array, this is functionally equivalent to "some:1". If
 * it's an object, the items are tested in order against a random percentage and those
 * that match are added to the output array. If the table uses rarity values, these are
 * tested in order, a similar fashion, and added to the array. Percentages do _not_
 * have to add up to 100%.
 *
 * - **all** add all tokens from an array to the output stream. If an object is
 * associated to the rule, all the values are added and percentage chance or rarity are
 * ignored.
 *
 * **Object tables.** The keys of the object are tokens and the values are percentage
 * values (of type number) or rarity values ("C", "U", "R"). The rule will select
 * tokens from the object keys based on the values of the object (in effect this object
 * forms a weighted table similar to the Table and RarityTable classes).
 *
 * @example
 * "3:Stall"
 * => ["Stall", "Stall", "Stall"]
 *
 * [ "A", "2:B", "1d3:C" ]
 * => ["A", "B", "B", "C"]
 * => ["A", "B", "B", "C", "C", "C"]
 *
 * // "&" can be used to group tokens
 * { "some:1": { "A & B": 50, "C": 50 } }
 * => ["A", "B"]
 * => ["C"]
 *
 * // same result; the postfix allows properties under the same key
 * { "some-2:1": { "D": 50, "E": 50 } }
 * => ["E"]
 *
 * { "some:1": ["A", "B"] }
 * => ["B"]
 *
 * { "some:1": [ "A", "2:B", "1d3:C" ] }
 * => ["A"]
 * => ["B", "B"]
 * => ["C", "C", "C"]
 *
 * // 1d2 elements, each added by percentage weight. must add up to 100%
 * { "some:1d2": { "A": 20, "B": 20, "C": 60 } }
 * => ["A"]
 * => ["C", "B"]
 * => ["C", "C"]
 *
 * // common, uncommon, and rare
 * { "some:1": { "A": "C", "B": "U", "C": "R"} }
 * => ["A"]
 *
 * { "some:1d2": { "A": "C", "B": "U" } }
 * => ["A"]
 * => ["B", "A"]
 * => ["B", "B"]
 *
 * // all does *not* have to add up to 100%
 * { "all": { "A": 20, "2d3:B": 75 } }
 * => []
 * => ["A"]
 * => ["A", "B", "B"]
 * => ["B", "B", "B", "B", "B", "B"]
 *
 * // four times
 * { "all": ["4:A"] }
 * => ["A", "A", "A", "A"]
 *
 * { "all": ["1d3:D", "1d3:E", "1d3:F"] }
 * => ["D","D","D","E","F","F","F"]
 */
export function selectElements(config) {
  const selected = [];
  if (typeof config === "string") {
    addKeys(selected, config);
  } else if (Array.isArray(config)) {
    config.forEach((key) => addKeys(selected, key));
  } else {
    for (const [keys, table] of Object.entries(config)) {
      if (keys.startsWith("some")) {
        new SomeTable(keys, table).add(selected);
      } else if (keys.startsWith("one")) {
        new SomeTable("some:1", table).add(selected);
      } else if (keys.startsWith("any")) {
        new AnyTable(table).add(selected);
      } else if (keys.startsWith("all")) {
        new AllTable(table).add(selected);
      }
    }
  }
  return selected;
}

/**
 * Extracts all possible element keys from a selection tree structure.
 *
 * @param {Object|Array|string} tree - The selection tree to extract keys from
 * @returns {String[]} Array of all possible element keys that could be selected
 * @example
 * selectElementsKeys(["apple", "banana", "cherry"])
 * => ["apple", "banana", "cherry"]
 *
 * selectElementsKeys({ fruits: ["2d4:apple", "orange&pear"] })
 * => ["apple", "orange", "pear"]
 */
export function selectElementsKeys(tree) {
  let selected = [];
  walkSelectionTree(tree, (key) => {
    if (key.includes(":")) {
      key = key.split(":")[1];
    }
    addKeys(selected, key);
  });
  return Array.from(new Set(selected));
}