add some more cool rollers

This commit is contained in:
RussellChamp committed 2021-07-30 00:03:52 -04:00
1 parent c896a4b9d9
commit ec4617e036
9 files changed
+364 -123

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+1 -1
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@@ -1,3 +1,3 @@
Add Discovery, Danger, Details, NPC, and Dungeons roll tables
Add NPC, and Dungeons roll tables
Put the rollers in their own accordion slots
Make everything look nicer
+8
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@@ -3,7 +3,10 @@
import KingdomRoller from "./rollers/KingdomRoller.svelte";
import RegionRoller from "./rollers/RegionRoller.svelte";
import PlaceRoller from "./rollers/PlaceRoller.svelte";
import DangerRoller from "./rollers/DangerRoller.svelte";
import DiscoveryRoller from "./rollers/DiscoveryRoller.svelte";
import FollowerRoller from "./rollers/FollowerRoller.svelte";
import DetailsRoller from "./rollers/DetailsRoller.svelte";
import Footer from "./componenets/Footer.svelte";
</script>
@@ -17,10 +20,15 @@
<hr />
<PlaceRoller />
<hr />
<DangerRoller />
<hr />
<DiscoveryRoller />
<hr />
<CreatureRoller />
<hr />
<FollowerRoller />
<hr />
<DetailsRoller />
<Footer />
</main>
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@@ -0,0 +1,25 @@
<script lang="ts">
import * as _ from "lodash";
import { format as formatDate } from "date-fns";
import { Danger, rollDanger } from "./dangers";
export let rollResults: { value: Danger; timestamp: string }[] = [];
function roll(event: Event) {
rollResults = [{ value: rollDanger(), timestamp: formatDate(new Date(), "P kk:mm:ss") }, ...rollResults];
}
</script>
<main>
<h2>Random Danger</h2>
<button type="button" class="btn btn-primary" on:click={roll}>Roll Danger</button>
{#each rollResults as result}
<h4>
{result.timestamp}: {result.value.category} ({result.value.subcategory}): {result.value.description}
</h4>
{/each}
</main>
<style>
</style>
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<script lang="ts">
import * as _ from "lodash";
import { format as formatDate } from "date-fns";
import { Button, Icon } from "sveltestrap";
import {
rollAbility,
rollActivity,
rollAdjective,
rollAge,
rollAlignment,
rollAspect,
rollCondition,
rollDisposition,
rollElement,
rollFeature,
rollMagicType,
rollNumAppearing,
rollOddity,
rollOrientation,
rollRuination,
rollSize,
rollTag,
rollTerrain,
rollVisibility,
} from "./details";
let rollResults: { category: string; value: string; timestamp: string }[] = [];
function addResult(item: { roll: number; description: string }) {
rollResults = [
{ category: item.constructor.name, value: item.description, timestamp: formatDate(new Date(), "P kk:mm:ss") },
...rollResults,
];
}
</script>
<main>
<span class="btn">
<Button color="primary" on:click={() => addResult(rollAbility())}>Roll Ability</Button>
</span>
<span class="btn">
<Button color="primary" on:click={() => addResult(rollActivity())}>Roll Activity</Button>
</span>
<span class="btn">
<Button color="primary" on:click={() => addResult(rollAdjective())}>Roll Adjective</Button>
</span>
<span class="btn">
<Button color="primary" on:click={() => addResult(rollAge())}>Roll Age</Button>
</span>
<span class="btn">
<Button color="primary" on:click={() => addResult(rollAlignment())}>Roll Alignment</Button>
</span>
<span class="btn">
<Button color="primary" on:click={() => addResult(rollAspect())}>Roll Aspect</Button>
</span>
<span class="btn">
<Button color="primary" on:click={() => addResult(rollCondition())}>Roll Condition</Button>
</span>
<span class="btn">
<Button color="primary" on:click={() => addResult(rollDisposition())}>Roll Disposition</Button>
</span>
<span class="btn">
<Button color="primary" on:click={() => addResult(rollElement())}>Roll Element</Button>
</span>
<span class="btn">
<Button color="primary" on:click={() => addResult(rollFeature())}>Roll Feature</Button>
</span>
<span class="btn">
<Button color="primary" on:click={() => addResult(rollMagicType())}>Roll MagicType</Button>
</span>
<span class="btn">
<Button color="primary" on:click={() => addResult(rollNumAppearing())}>Roll NumAppearing</Button>
</span>
<span class="btn">
<Button color="primary" on:click={() => addResult(rollOddity())}>Roll Oddity</Button>
</span>
<span class="btn">
<Button color="primary" on:click={() => addResult(rollOrientation())}>Roll Orientation</Button>
</span>
<span class="btn">
<Button color="primary" on:click={() => addResult(rollRuination())}>Roll Ruination</Button>
</span>
<span class="btn">
<Button color="primary" on:click={() => addResult(rollSize())}>Roll Size</Button>
</span>
<span class="btn">
<Button color="primary" on:click={() => addResult(rollTag())}>Roll Tag</Button>
</span>
<span class="btn">
<Button color="primary" on:click={() => addResult(rollTerrain())}>Roll Terrain</Button>
</span>
<span class="btn">
<Button color="primary" on:click={() => addResult(rollVisibility())}>Roll Visibility</Button>
</span>
{#each rollResults as result}
<h4>{result.timestamp}: ({result.category}): {result.value}</h4>
{/each}
</main>
<style>
</style>
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@@ -0,0 +1,25 @@
<script lang="ts">
import * as _ from "lodash";
import { format as formatDate } from "date-fns";
import { Discovery, rollDiscovery } from "./discoveries";
export let rollResults: { value: Discovery; timestamp: string }[] = [];
function roll(event: Event) {
rollResults = [{ value: rollDiscovery(), timestamp: formatDate(new Date(), "P kk:mm:ss") }, ...rollResults];
}
</script>
<main>
<h2>Random Discovery</h2>
<button type="button" class="btn btn-primary" on:click={roll}>Roll Discovery</button>
{#each rollResults as result}
<h4>
{result.timestamp}: {result.value.category} ({result.value.subcategory}): {result.value.description}
</h4>
{/each}
</main>
<style>
</style>
+2 -8
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@@ -144,17 +144,11 @@ export function rollTrapHazard(roll: number = random(1, 12)): string {
return "";
}
// 1-3 1-2 1-2
// 4-8 34 3-5
// 9-11 5-7 6-8
// 12 divine 8-9 9
// 10-11 10-12 ambush
// ASPECT, VISIBILITY 12 ODDITY CREATURE responsible,
// ASPECT, VISIBILITY
export function rollDangerCreature(roll: number = random(1, 12)): Danger {
let danger = new Danger(roll, 0, 0, "creature");
danger.creature = rollCreature();
danger.subcategory = danger.creature.type + (danger.creature.subtype !== "" ? "/" + danger.creature.subtype : "");
danger.description = danger.creature.description;
return danger;
}
+168 -114
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@@ -1,7 +1,9 @@
import { random, sample } from 'lodash';
import { Creature, rollCreature } from './creatures';
import { rollAlignment, rollElement, rollMagicType } from './details';
import { rollAlignment, rollElement, rollMagicType, rollOddity, rollTerrain } from './details';
import { rollDungeon } from './dungeons';
import { rollSteading, Steading } from './steadings';
import { rollTreasure } from './treasures';
export class Discovery {
constructor(public roll: number = 0, public subroll: number = 0, public specificroll: number = 0, public category: string = "", public subcategory: string = "", public description: string = "") { };
@@ -47,7 +49,7 @@ export function rollUnnaturalFeature(roll: number = random(1, 12), subroll: numb
}
export function rollArcaneFeature(roll: number = random(1, 12)): string {
let feature = random(1, 3) == 3 ? sample([rollAlignment(), rollMagicType()]) + " " : "";
let feature = random(1, 3) == 3 ? sample([rollAlignment().description, rollMagicType().description]) + " " : "";
if (roll <= 2) {
feature += "residue";
@@ -127,71 +129,96 @@ export function rollNaturalFeature(roll: number = random(1, 12), subroll: number
}
export function rollLair(roll: number = random(1, 12)): string {
// 1-2 LAIR
if (roll <= 3) {
return "burrow";
} else if (roll <= 7) {
return "cave/tunnels";
} else if (roll <= 9) {
return "nest/aerie";
} else if (roll <= 10) {
return "hive";
} else if (roll <= 10) {
return `${rollRuinStructure()} ruins`;
}
// 1-3 burrow
// 4-7 cave/tunnels
// 8-9 nest/aerie
// 10 hive
// 1142 ruins (see STRUCTURE)
return "";
}
export function rollObstacle(roll: number = random(1, 12)): string {
// 3-4 OBSTACLE
// 1-5 difficult ground
// (specific to terrain)
// 6-8 cliff/crevasse/chasm
// 9-10 ravine/gorge
// 11-12 ODDITY
if (roll <= 5) {
return "difficult ground";
} else if (roll <= 8) {
return "cliff/crevasse/chasm";
} else if (roll <= 10) {
return "ravine/gorge";
} else if (roll <= 12) {
return rollOddity().description;
}
return "";
}
export function rollTerrainChange(roll: number = random(1, 12)): string {
// 5-7 TERRAIN CHANGE
// 14 limited area of an
// another TERRAIN type
// 5-6 crevice/hole/pit/cave
// 7-8 altitude change
// 9-10 canyon/valley
// 11-12 rise/peak in distance
if (roll <= 4) {
return `limited area of ${rollTerrain()}`;
} else if (roll <= 6) {
return "crevice/hole/pit/cave";
} else if (roll <= 8) {
return "altitude change";
} else if (roll <= 10) {
return "canyon/valley";
} else if (roll <= 12) {
return "rise/peak in distance";
}
return "";
}
export function rollWaterFeature(roll: number = random(1, 12)): string {
// 8-9 WATER FEATURE 10-11 LANDMARK 12 RESOURCE
// I spring/hotspring 1-3 water-based (water- 1-4 game/fruit/vegetable
// 2 waterfall/geyser fall, geyser, etc.) 5-6 herb/spice/dye source
// 3-6 creek/stream/brook 4-6 plant-based (ancient 7-9 timber/stone
// 7-8 pond/lake tree, giant flowers, etc.) 10-11 ore (copper, iron, etc.)
// 9-10 river 7-10 earth-based (peak, 12 precious metal/gems
// 11-12 sea/ocean formation, crater, etc.)
// SIZE, ............................... VISIBILITY.
if (roll <= 1) {
return "spring/hotspring";
} else if (roll <= 2) {
return "waterfall/geyser";
} else if (roll <= 6) {
return "creek/stream/brook";
} else if (roll <= 8) {
return "pond/lake";
} else if (roll <= 10) {
return "river";
} else if (roll <= 12) {
return "sea/ocean";
}
return "";
}
export function rollLandmark(roll: number = random(1, 12)): string {
// 8-9 WATER FEATURE 10-11 LANDMARK 12 RESOURCE
// I spring/hotspring 1-3 water-based (water- 1-4 game/fruit/vegetable
// 2 waterfall/geyser fall, geyser, etc.) 5-6 herb/spice/dye source
// 3-6 creek/stream/brook 4-6 plant-based (ancient 7-9 timber/stone
// 7-8 pond/lake tree, giant flowers, etc.) 10-11 ore (copper, iron, etc.)
// 9-10 river 7-10 earth-based (peak, 12 precious metal/gems
// 11-12 sea/ocean formation, crater, etc.)
// SIZE, ............................... VISIBILITY.
if (roll <= 3) {
return "water-based (water-fall, geyser, etc.)";
} else if (roll <= 6) {
return "plant-based (ancient tree, giant flowers, etc.)";
} else if (roll <= 10) {
return "earth-based (peak, formation, crater, etc.)";
} else if (roll <= 12) {
return rollOddity().description
}
return "";
}
export function rollResource(roll: number = random(1, 12)): string {
// 8-9 WATER FEATURE 10-11 LANDMARK 12 RESOURCE
// I spring/hotspring 1-3 water-based (water- 1-4 game/fruit/vegetable
// 2 waterfall/geyser fall, geyser, etc.) 5-6 herb/spice/dye source
// 3-6 creek/stream/brook 4-6 plant-based (ancient 7-9 timber/stone
// 7-8 pond/lake tree, giant flowers, etc.) 10-11 ore (copper, iron, etc.)
// 9-10 river 7-10 earth-based (peak, 12 precious metal/gems
// 11-12 sea/ocean formation, crater, etc.)
// SIZE, ............................... VISIBILITY.
if (roll <= 4) {
return "game/fruit/vegetable";
} else if (roll <= 6) {
return "herb/spice/dye source";
} else if (roll <= 9) {
return "timber/stone";
} else if (roll <= 11) {
return "ore (copper, iron, etc.)";
} else if (roll <= 12) {
return "precious metal/gems";
}
return "";
}
@@ -215,44 +242,60 @@ function rollEvidence(roll: number = random(1, 12), subroll: number = random(1,
export function rollTracksSpoor(roll: number = random(1, 12)): string {
if (roll <= 3) {
return "faint/unclear";
} else if (roll <= 6) {
return "definite/clear";
} else if (roll <= 8) {
return "multiple";
} else if (roll <= 10) {
return "signs of violence";
} else if (roll <= 12) {
return "trail of blood/other";
}
// 1-6 TRACKS/SPOOR
// 1-3 faint/unclear
// 4-6 definite/clear
// 7-8 multiple
// 9-10 signs of violence
// 11-12 trail of blood/other
// AGE, CREATURE responsible
// 44
return "";
}
export function rollRemainsDebris(roll: number = random(1, 12)): string {
if (roll <= 4) {
return "bones";
} else if (roll <= 7) {
return "corpse/carcass";
} else if (roll <= 9) {
return "site of violence";
} else if (roll <= 10) {
return "junk/refuse";
} else if (roll <= 11) {
return "lost supplies/cargo";
} else if (roll <= 12) {
return "tools/weapons/armor";
}
// 7-10 REMAINS/DEBRIS
// 1-4 bones
// 5-7 corpse/carcass
// 8-9 site of violence
// 10 junk/refuse
// 11 lost supplies/cargo
// 12 tools/weapons/armor
// AGE, VISIBILITY
return "";
}
export function rollStashCache(roll: number = random(1, 12)): string {
// 1142 STASH/CACHE
// 1-3 trinkets/coins
// 4-5 tools/weapons/armor
// 6-7 map
// 8-9 food/supplies
// 10-12 treasure (p43)
if (roll <= 3) {
return "trinkets/coins";
} else if (roll <= 5) {
return "tools/weapons/armor";
} else if (roll <= 7) {
return "map";
} else if (roll <= 9) {
return "food/supplies";
} else if (roll <= 12) {
return rollTreasure();
}
return "";
}
export function rollDiscoveryCreature(roll: number = random(1, 12)): Discovery {
let discovery = new Discovery(roll, 0, 0, "creature");
discovery.creature = rollCreature();
discovery.subcategory = `${discovery.creature.type}/${discovery.creature.subtype}`;
discovery.description = discovery.creature.description;
return discovery;
}
@@ -273,9 +316,9 @@ export function rollStructure(roll: number = random(1, 12), subroll: number = ra
discovery.description = rollBurialReligiousStructure(specificroll);
} else if (subroll <= 8) {
discovery.subcategory = "steading";
discovery.description = "steading";
discovery.specificroll = 0;
discovery.steading = rollSteading();
discovery.description = discovery.steading.description;
discovery.specificroll = 0;
} else if (subroll <= 12) {
discovery.subcategory = "ruin";
discovery.description = rollRuinStructure(specificroll);
@@ -285,70 +328,81 @@ export function rollStructure(roll: number = random(1, 12), subroll: number = ra
}
export function rollEnigmaticStructure(roll: number = random(1, 12)): string {
if (roll <= 4) {
return "earthworks";
} else if (roll <= 8) {
return "megalith";
} else if (roll <= 11) {
return "statue/idol/totem";
} else if (roll <= 12) {
return rollOddity().description;
}
// 912 STRUCTURE. Who built it? Is it connected to anything else they made nearby?
// 1 ENIGMATIC 2-3 INFRASTRUCTURE 4 DWELLING
// 1-4 earthworks 14 track/path 1-3 campsite
// 5-8 megalith 5-8 road 4-6 hovel/hut
// 941 statue/idol/totem 9-10 bridge/ford 7-8 farm
// 12 ODDITY 11 mine/quarry 9-10 inn/roadhouse
// AGE (1d844) SIZE (1d844) 12 aqueduct/canal/portal 1112 tower/keep/estate
// VISIBILITY CREATURE responsible (1d4.4) CREATURE responsible (1d4+4)
return "";
}
export function rollInfrastructureStructure(roll: number = random(1, 12)): string {
if (roll <= 4) {
return "track/path";
} else if (roll <= 8) {
return "road";
} else if (roll <= 10) {
return "bridge/ford";
} else if (roll <= 11) {
return "mine/quarry";
} else if (roll <= 12) {
return "aqueduct/canal/portal";
}
// 912 STRUCTURE. Who built it? Is it connected to anything else they made nearby?
// 1 ENIGMATIC 2-3 INFRASTRUCTURE 4 DWELLING
// 1-4 earthworks 14 track/path 1-3 campsite
// 5-8 megalith 5-8 road 4-6 hovel/hut
// 941 statue/idol/totem 9-10 bridge/ford 7-8 farm
// 12 ODDITY 11 mine/quarry 9-10 inn/roadhouse
// AGE (1d844) SIZE (1d844) 12 aqueduct/canal/portal 1112 tower/keep/estate
// VISIBILITY CREATURE responsible (1d4.4) CREATURE responsible (1d4+4)
return "";
}
export function rollDwellingStructure(roll: number = random(1, 12)): string {
if (roll <= 3) {
return "campsite";
} else if (roll <= 6) {
return "hovel/hut";
} else if (roll <= 8) {
return "farm";
} else if (roll <= 10) {
return "inn/roadhouse";
} else if (roll <= 12) {
return "tower/keep/estate";
}
// 912 STRUCTURE. Who built it? Is it connected to anything else they made nearby?
// 1 ENIGMATIC 2-3 INFRASTRUCTURE 4 DWELLING
// 1-4 earthworks 14 track/path 1-3 campsite
// 5-8 megalith 5-8 road 4-6 hovel/hut
// 941 statue/idol/totem 9-10 bridge/ford 7-8 farm
// 12 ODDITY 11 mine/quarry 9-10 inn/roadhouse
// AGE (1d844) SIZE (1d844) 12 aqueduct/canal/portal 1112 tower/keep/estate
// VISIBILITY CREATURE responsible (1d4.4) CREATURE responsible (1d4+4)
return "";
}
export function rollBurialReligiousStructure(roll: number = random(1, 12)): string {
if (roll <= 2) {
return "grave marker/barrow";
} else if (roll <= 4) {
return "graveyard/necropolis";
} else if (roll <= 6) {
return "tomb/crypt";
} else if (roll <= 9) {
return "shrine";
} else if (roll <= 11) {
return "temple/retreat";
} else if (roll <= 12) {
return "great temple";
}
// 5-6 BURIAL/RELIGIOUS 7-8 STEADING 9-12 RUIN
// 1-2 grave marker/barrow Roll on STEADING table 1-2 Ias'raucruRE (1d646)
// 3-4 graveyard/necropolis 3-4 DWELLING (1d844)
// 5-6 tomb/crypt 5-6 BURIAIJREIJGI0us
// 7-9 shrine (1d8+4)
// 1041 temple/retreat 7-8 STEADING (00+2)
// 12 great temple 9-12 DUNGEON (pp60-61)
// CREATURE responsible (1d4+4), CREATURE responsible (1d444),
// ALIGNMENT, ASPECT AGE (1d8.4), RUINATION,
// VISIBILITY
return "";
}
export function rollRuinStructure(roll: number = random(1, 12)): string {
if (roll <= 2) {
return `${rollInfrastructureStructure(random(1, 6) + 6)} ruins`;
} else if (roll <= 4) {
return `${rollDwellingStructure(random(1, 8) + 4)} ruins`;
} else if (roll <= 6) {
return `${rollBurialReligiousStructure(random(1, 8) + 4)} ruins`;
} else if (roll <= 8) {
return `${rollSteading(random(1, 10) + 2).description} ruins`;
} else if (roll <= 12) {
return `${rollDungeon().printDescription()} ruins`;
}
// 5-6 BURIAL/RELIGIOUS 7-8 STEADING 9-12 RUIN
// 1-2 grave marker/barrow Roll on STEADING table 1-2 Ias'raucruRE (1d646)
// 3-4 graveyard/necropolis 3-4 DWELLING (1d844)
// 5-6 tomb/crypt 5-6 BURIAIJREIJGI0us
// 7-9 shrine (1d8+4)
// 1041 temple/retreat 7-8 STEADING (00+2)
// 12 great temple 9-12 DUNGEON (pp60-61)
// CREATURE responsible (1d4+4), CREATURE responsible (1d444),
// ALIGNMENT, ASPECT AGE (1d8.4), RUINATION,
// VISIBILITY
return "";
}
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@@ -0,0 +1,27 @@
export class Dungeon {
size: Size;
ruination: string;
builder: string;
function: string;
themes: string[];
discovery: string;
danger: string;
printDescription() {
return `${this.size.size} ${this.builder} ${this.function}`;
}
}
export class Size {
constructor(public size: string = "", public themes: string = "", public areas: string = "") { };
}
export function rollDungeon(): Dungeon {
// TODO: Add the who dungeon thing
let dungeon = new Dungeon();
dungeon.size = new Size("huge");
dungeon.builder = "dwarves";
dungeon.function = "mine";
return new Dungeon();
}
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@@ -0,0 +1,6 @@
import { random } from "lodash";
export function rollTreasure(roll: number = random(1, 18)) {
// TODO: Scan the treasures table
return "treasure";
}