cc13aa62a6
Interested in implementing an Ars Magica-style game. |
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assets | ||
images | ||
moves | ||
starforged | ||
tables | ||
.gitignore | ||
assets.org | ||
example.org | ||
README.org | ||
rpgdm-ironsworn-tests.el | ||
rpgdm-ironsworn.el |
Ironsworn RPG Help System
While my original goal for creating my rpgdm project for Emacs was to help running a role playing game using a laptop instead of a Dungeon Master Screen. However, once all my games moved online, having my notes in an org file next to all my friend's faces, was doubly helpful. However, what I used the most from this project was the random tables. Need a name? F6 c name
… What's the weather like? F6 c weather
(and with completing helpers like selectrum and the like, I only needed to type we
).
However, the struggles for getting friends to play online proved as challenging as getting them around the table, so I started looking for solo rpg options and discovered Ironsworn RPG. The bulk of the game is its moves and its oracles (random tables for everything). I easily copied sections of the SRD into org files, tables.
After listening to the author, Shawn Tomkin, play the game in his podcast, Ask the Oracle, he used Roll20. The character sheet was brilliant, as each move was described along with being able to roll on them. While I love physically rolling dice, perhaps mimicking the approach in org files in Emacs for solo play may be ideal.
Getting Started
Neither this, nor the rpgdm project are currently in MELPA, so if you wish to follow along at home, you'll need to clone both repos, and add them to your load-path
variable with add-to-list
:
(add-to-list 'load-path (expand-file-name "~/other/emacs-rpgdm"))
(add-to-list 'load-path (expand-file-name "~/other/emacs-ironsworn"))
Or better yet, use something like straight:
(straight-use-package
'(el-patch :type git :host gitlab :repo "howardabrams/emacs-rpgdm"))
(straight-use-package
'(el-patch :type git :host gitlab :repo "howardabrams/emacs-ironsworn"))
Hrm. If you do use straight
, you need to set the rpgdm-ironsworn-project
variable to the directory where you clone it, as the code needs to load data files from it. This is what I’m using (and yeah, I need to clean this):
(use-package rpgdm-ironsworn
:straight (:local-repo "~/other/emacs-ironsworn")
:init
(setq rpgdm-ironsworn-project (expand-file-name "~/other/emacs-ironsworn"))))))
Next, create an org file, and either turn on the rpgdm-mode
(minor mode), or simply define a globally accessible shortcut:
(global-set-key (kbd "<f6>") 'hydra-rpgdm/body)
What I do, is add the following "code" somewhere in my Ironsworn-specific org files:
# Local Variables:
# eval: (progn (require 'rpgdm-ironsworn) (rpgdm-mode))
# End:
Finally, many of the displayed org files contain embedded hyperlinks that actually call functions (defined below). I find it helpful to ignore the constant prompts for selecting this links by setting the org-link-elisp-skip-confirm-regexp variable, as in:
(setq org-link-elisp-skip-confirm-regexp (rx string-start (optional "(") "rpgdm-"
(or "tables-" "ironsworn-")
(one-or-more any)))
Finally, define your character. While I describe the details later, first, load an org-mode file and hit M-x
to type: rpgdm-ironsworn-new-character
and answer the questions. This will create the necessary formatting and you are ready to play with either your key-binding (or F6
) to bring up the Hydra of commands:
While the interface may change (and I may not update that screenshot too often), let me explain what you're looking at:
- The
0
,1
and6
roll dice and display the result. Not very interesting. D
rolls the Ironsworn dice, two d10s and a d6 allowing you to add all the modifiers you want. Better.e
,r
,i
,h
, andw
roll against your character's edge, heart, iron, shadow and wits respectively.l
,s
, andp
rolls against your current health, spirit and supply respectively.L
,S
, andP
allows you to adjust your health, spirit and supply respectively.M
let you change your momentum (rolls that benefit from momentum will show it)-
p
allows you to create a new progress track, or mark progress against it. It has its own submenu: -
m
lets you choose a move, display the details, and lets you roll against it. -
d
lets you choose a Delve-specific actions, chosen after you’ve performed a Delve-specific move. a
lets you work with an asset-related stat, like a companion’s health, or how the Commander as a Strength value for her warband.z
let's you ask a yes/no question, choosing how likely it is. Good for both solo play as well as turning it back on your players, "How likely do you think the moor is haunted?"-
c
displays a list of random tables to roll against: -
Ironsworn expects you to roll many of the tables in tandem, so the
O
shows a list of these, for instance: o
callsace-link
to jump around org linksJ
/K
are convenient for moving around your org file while you display the UI.y
yanks (pastes) the last display table or other message into your document.Y
yanks the results of the last move (along with the name of the move).- The Super or Hyper key can be use to view a previous message or roll results.
- And
q
(orF6
) dismisses the UI.
This may be sufficient, but the rest of this document goes into details about how to use this, as well as the code to make it.
File Organization
I really didn’t want to dictate how Ironsworn notes should be organized, but I wanted the progress tracks to be relevant. Sure, one can mark progress on one or more tracks, but I didn’t want see tracks that were old. I toyed with the idea of deleting, or just closing, old tracks, but I realized that progress tracks are really just arcs in the stories plot. Some of long, like a character inciting vow and others are short, like a battle with a Cave Lion, but they are all nested in a hierarchical tree.
Let me explain with an illustration:
digraph G {
bgcolor="transparent";
node [fillcolor="white" style="filled" fontname="Arial"];
edge [color="white"]
Background [label="Background / Theme"]
Arc1 [label="Story Arc"]
Arc2 [label="Story Arc"]
Arc3 [label="Story Arc"]
Scene1 [label="Scene"]
Scene2 [label="Montage"]
Scene3 [label="Montage"]
Scene4 [label="Scene"]
Scene5 [label="Scene"]
Scene6 [label="Montage"]
Event1 [label="Event"]
Event2 [label="Challenge"]
Event3 [label="Event"]
Event4 [label="Challenge"]
Event5 [label="Event"]
Event6 [label="Challenge"]
Event7 [label="Event"]
Event8 [label="Challenge"]
Event9 [label="Event"]
Event10 [label="Challenge"]
Event11 [label="Event"]
Event12 [label="Challenge"]
Background -> Arc1;
Background -> Arc2;
Background -> Arc3;
Arc1 -> Scene1;
Arc1 -> Scene2;
Arc2 -> Scene3;
Arc2 -> Scene4;
Arc3 -> Scene5;
Arc3 -> Scene6;
Scene1 -> Event1;
Scene1 -> Event2;
Scene2 -> Event3;
Scene3 -> Event4;
Scene3 -> Event5;
Scene3 -> Event6;
Scene4 -> Event7;
Scene5 -> Event8;
Scene5 -> Event9;
Scene6 -> Event10;
Scene6 -> Event11;
Scene6 -> Event12;
}
A character or party has a theme or premise that drives the entire story, like Destroying the One Ring of Power or, teenagers solving mysteries with a talking dog. In Ironsworn, this is referred to as an Epic Vow. This epic story is broken into long-running arcs or character goals … perhaps they could be packaged into three books to make a Trilogy, or even seven books for each year in a school. These are the various vows, like the initial Inciting Vow.
These, in turn, are further divided into scenes like Journeying to Bree, Escaping Moria, or even each Saturday morning episode. In Ironsworn, these are moves like Undertake a Journey or Delve the Depths. And these segments can be punctuated by conflict and combat. These tracks are not concern with the length of a progress, as a battle with an Elder Beast will conclude before arriving at Grandma’s House, even those the Elder Beast was formidable and the journey was merely troublesome.
Notice that this structure works well with the outline of a typical document, and by choosing this structure and tying a progress track to a header, completed tracks would disappear on their own, and I didn’t have to manage old tracks. As you call the progress functions, these prompt with a question:
Character Sheets
A character sheet, for this project, is just an org mode file where you take notes, and :PROPERTIES:
drawers contain the current stats for your character. While most of it is whatever you like it to be … you need to keep a few things in mind.
First, don't narrow the display. Looking up the character's stats, currently doesn't widen the document to find them … at least, not yet.
Character Attributes
Specify unchanging Character Attibutes like iron
and shadow
in a drawer at Level One Headling, for instance:
* The Adventures of Bred :PROPERTIES: :ironsworn-edge: 2 :ironsworn-heart: 1 :ironsworn-iron: 1 :ironsworn-shadow: 2 :ironsworn-wits: 3 :END:
You'll notice that the call to rpgdm-ironsworn-new-character
does this.
Character Stats
Set changeable Character Stats like health
and supply
under any header, keeping in mind that calculations that require a particular value, will start at the point (er, cursor), and works its way up. This means that if you had spirit
set to 5
at level 1, set to 3
at a level 2, and is now describing a battle with a Gaunt as a level 3 subheader, where you haven't specified… your spirit
at that point is 3
.
* The Adventures of Bred :PROPERTIES: :ironsworn-spirit: 5 ... :END: ** Journey to Stormlook :PROPERTIES: :ironsworn-spirit: 3 :END: *** Battle with a Gaunt With the point here, Bred's spirit is 3. ** Sojourn in Stormlook However, at this level two heading, Bred's spirit is 5 (as it would read the level 1 setting).
You might say, of course, this makes sense, and it should. However, sibling headers as well as lower-level headers are ignored. In other words, we use the tree structure of the org file, not what came earlier in the buffer file.
Progress Tracks
Set Progress Tracks from Iron vows and bonds to tracking monstrous conflicts, once, at a particular headline. That progress is available to that header section and any subsections.
Since bonds and your character's overarching epic vow should always be available, set these at Level 1.
You'll notice that their properties are a bit peculiar, for instance:
,:PROPERTIES: ,:ironsworn-progress-b5f243e0: "Battle with Monstrosity" 8 16 ,:ironsworn-health: 3 ,:ironsworn-momentum: 3 ,:END:
In this example, along with changing both the health and momentum stats, we define a progress. It has a weird ID (that just has to be unique), and properties that describe the progress, the number of ticks to mark per marking, and the number of ticks (4 ticks per box, and 10 boxes per track, means 40 is the max value).
Again, the UI will attempt to update all of these values, so you don't need to concern yourself, but if you are using Emacs, you probably want to know the details.
Details? Did someone say details? Let's talk about the code … all the code that makes this work.
Code
To begin, we'll need the rpgdm project cloned in the load-path
variable so that we can load it simply by calling:
(require 'rpgdm)
We also need the name of the directory for this project, so that we can load tables and other documentation.
(defvar rpgdm-ironsworn-project (file-name-directory load-file-name)
"The root directory to the rpgdm-ironsworn project.")
And we initially load our table of oracles:
(rpgdm-tables-load (concat rpgdm-ironsworn-project "/tables"))
Dice Roller
In Ironsworn, all dice rolls follow a pattern where you set the challenge level for a check by rolling challenge dice (two d10s) and compare that against rolling an action die (a single d6 … adding all modifiers to that six-sided die).
You always three possible values:
- A strong hit where your action die + modifiers is larger than both d10 challenge dice.
- A weak hit is where your action die + modifiers is larger than only one of the d10 challenge dice.
- A miss happens when your action die + modifiers is equal to or less than both d10 challenge dice.
I describe the rpgdm-ironsworn-roll
that implements this below, but I need a helper function.
When we roll, I want one of those three results printed, but in different colors, to easily distinguish. I also want to see the individual umbers, so we can display those too. For instance:
Oh, and if the same number shows on both d10s, you should introduce a significant plot twist, so this function, given all the numbers, returns a nicely formatted string:
(defun rpgdm-ironsworn--results (action modifier one-challenge two-challenge
&optional momentum)
"Return formatted string for an Ironsworn dice roll results.
The ACTION is the d6 which is added to the MODIFIER (which can
have character attribute values as well as any bonuses. The sum
is compared to the two d10, ONE-CHALLENGE and TWO-CHALLENGE.
The optional MOMENTUM can be specified to add a message that the
use could burn that in order to improve the roll."
(unless momentum
(setq momentum 0))
(cl-flet ((strong-p (value dice1 dice2) (and (> value dice1) (> value dice2)))
(weak-p (value dice1 dice2) (or (> value dice1) (> value dice2)))
(miss-p (value dice1 dice2) (and (<= value dice1) (<= value dice2)))
(faded (str) (propertize str 'face '(:foreground "#888")))
(noted (str) (propertize str 'face '(:foreground "light blue")))
(strong (str) (propertize str 'face '(:foreground "green")))
(weak (str) (propertize str 'face '(:foreground "yellow")))
(interest (str) (propertize str 'face '(:foreground "orange")))
(miss (str) (propertize str 'face '(:foreground "red"))))
(let* ((action-results (+ action modifier))
(str-results (cond
((strong-p action-results one-challenge two-challenge)
(strong "Strong hit"))
((weak-p action-results one-challenge two-challenge)
(weak "Weak hit"))
(t (miss "Miss"))))
(burn-msg (if (> momentum action-results)
(cond
((and (strong-p momentum one-challenge two-challenge)
(not (strong-p action-results one-challenge two-challenge)))
(concat " -- Burn momentum for a " (strong "Strong hit")))
((and (weak-p momentum one-challenge two-challenge)
(miss-p action-results one-challenge two-challenge))
(concat " -- Burn momentum for a " (weak "Weak hit")))
(t ""))
""))
(matched-msg (if (= one-challenge two-challenge)
(concat " ← " (interest "Create a Twist"))
"")))
(format "%s %s %d %s%d %s %d%s %s %d %s %d%s%s"
str-results (faded "::")
(+ action modifier) (faded "(")
action (faded "+")
modifier (faded ")")
(noted "→")
one-challenge (faded "/")
two-challenge
matched-msg burn-msg))))
So the following messages, given various rolls should cover those possibilities with text properties:
(ert-deftest rpgdm-ironsworn--results-test ()
(should (equal (rpgdm-ironsworn--results 3 2 4 1)
"Strong hit :: 5 (3 + 2) → 4 / 1"))
(should (equal (rpgdm-ironsworn--results 3 2 8 1)
"Weak hit :: 5 (3 + 2) → 8 / 1"))
(should (equal (rpgdm-ironsworn--results 3 2 8 6)
"Miss :: 5 (3 + 2) → 8 / 6"))
(should (equal (rpgdm-ironsworn--results 3 2 6 6)
"Miss :: 5 (3 + 2) → 6 / 6 ← Create a Twist"))
(should (equal (rpgdm-ironsworn--results 3 2 8 6 7)
"Miss :: 5 (3 + 2) → 8 / 6 -- Burn momentum for a Weak hit"))
(should (equal (rpgdm-ironsworn--results 3 2 8 6 9)
"Miss :: 5 (3 + 2) → 8 / 6 -- Burn momentum for a Strong hit")))
The basic interface will query for a modifer, roll all three dice, and then display the results using the rpgdm-message function:
(defun rpgdm-ironsworn-roll (modifier &optional momentum)
"Display a Hit/Miss message based on an Ironsworn roll.
Done by rolling and comparing a d6 action roll (summed with
MODIFIER) vs two d10 challenge dice. If given, the MOMENTUM may
trigger a message to the user that they can burn that for better
results."
(interactive "nModifier: ")
(let ((one-challenge (rpgdm--roll-die 10))
(two-challenge (rpgdm--roll-die 10))
(action-roll (rpgdm--roll-die 6)))
(rpgdm-message (rpgdm-ironsworn--results action-roll modifier
one-challenge two-challenge
momentum))))
Character Information
But what might be nice is to have a character sheet that has the default modifiers, and then we wouldn't have to give the modifiers, at least, not the basic ones. You will store these stats and other numbers in your org file, and we'll work the details of that later.
Creating a Character
Assuming we have a new character, let's query the user for all of these stats, and call rpgdm-ironsworn-store-character-state
for each. This function attempts to only put the bare minimum into the Org File, as I would expect, gentle reader, to have some firm opinions on how this file should be formatted.
Character Template
We assume you have created an org-file, and the template will just append some basic text at the end of the buffer. Note that if you don't give this function a name, it will randomly choose one.
(defun rpgdm-ironsworn--new-character-template (&optional name)
"Insert basic Ironsworn template at the end of the current buffer.
A header is created with NAME, but if this is an empty string,
a random name is generated for the purposes of the template."
(when (or (null name) (s-blank? name))
(setq name (rpgdm-tables-choose "name/ironlander")))
(let ((frmt (seq-random-elt '("* The Adventures of %s"
"* The Journeys of %s"
"* %s, an Epic Saga"
"* The Epic of %s"
"* Travels of %s"))))
(goto-char (point-max))
;; (insert "# Local Variables: # eval: (progn (require 'rpgdm-ironsworn) (rpgdm-mode)) # End: ")
(insert (format frmt name))
(insert "
")))
Character Assets
We store the assets in a collection of org files in the assets directory. We'd like the user to choose an asset, so we convert a filename into something nicer to read based on extracting the description from the filename, for instance:
(defun rpgdm-ironsworn--character-asset-label (filename)
"Given a FILENAME of an Ironsworn asset, return an Asset label."
(cl-flet* ((convert (str) (s-replace "-" " " str))
(uppity (str) (s-titleize (convert str))))
(when (string-match (rx (one-or-more any) "/"
;; parent directory
(group (one-or-more (not "/"))) "/"
;; base filename
(group (one-or-more (not "/"))) ".org")
filename)
(format "%s :: %s"
(uppity (match-string 1 filename))
(convert (match-string 2 filename)))))) ; Keep lowercase for ease of access
A variable could store an association list of the nicely formatted asset label and its filename:
(defvar rpgdm-ironsworn-character-assets nil
"Association list of descriptive label and the filename of each Ironsworn asset.")
Let's fill in those asset values lazily. The first time we call this function, we gather the information. Why yes, we will take advantage of the type of Lisp we are dealing with and have the function and the variable use the same name.
(defun rpgdm-ironsworn-character-assets ()
"Return an association list of all available assets.
The `car' is a label for the asset, and the `cdr' is the filename
that contains the text. The first time we call this, we read from
the `assets' directory, otherwise, we return a cached version."
(unless rpgdm-ironsworn-character-assets
(let ((asset-files (thread-first rpgdm-ironsworn-project
(f-join "assets")
(directory-files-recursively (rx (one-or-more any) ".org") nil))))
(setq rpgdm-ironsworn-character-assets
(seq-map (lambda (file) (cons (rpgdm-ironsworn--character-asset-label file) file))
asset-files))))
rpgdm-ironsworn-character-assets)
We can use a function that interactively queries the user for an asset and returns its filename:
(defun rpgdm-ironsworn--pick-character-asset ()
"Completing read for an Ironsworn asset."
(let ((choice (completing-read "Which asset: " (rpgdm-ironsworn-character-assets))))
(thread-first choice
(assoc rpgdm-ironsworn-character-assets 'equal)
(cdr))))
Let the user choose an asset and insert it into the file at the current point. We'll allow us to call this interactively for upgrades, but also be able to call it with a random asset … hrm … that is an interesting idea.
(defun rpgdm-ironsworn-insert-character-asset (asset)
"Choose and insert the contents of an ASSET in the current buffer."
(interactive (list (rpgdm-ironsworn--pick-character-asset)))
(when rpgdm-ironsworn-new-character (goto-char (point-max)))
(let ((file (if (consp asset) (cdr asset) asset)))
(ignore-errors
(insert-file-contents file nil))))
Hrm. Perhaps we just want to look at an asset before inserting it, similar to how we show moves, we could open the asset in another buffer window.
(defun rpgdm-ironsworn-show-character-asset (asset)
"Choose and insert the contents of an ASSET in the current buffer."
(interactive (list (rpgdm-ironsworn--pick-character-asset)))
(let ((asset-file (if (consp asset) (cdr asset) asset))
(orig-buf (window-buffer)))
(ignore-errors
(find-file-other-window asset-file)
(goto-char (point-min))
(pop-to-buffer orig-buf))))
When you start a character, you choose three assets, but what if we choose them randomly from our asset list? Could be fun, however, I don't want duplicates, or two companions, or … well, I may come up with more rules, but I codify those rules into a function that returns a list, if it is good, or nil
otherwise:
(defun rpgdm-ironsworn--good-character-assets (assets)
"Return ASSET-FILES if all given are _good enough_.
That is, all are unique, only one companion, etc."
(cl-flet ((only-files (entry) (if (consp entry) (cdr entry) entry))
(is-companion? (file) (string-match (rx "companions") file))
(not-at-first? (file) (when (or (s-ends-with? "revenant.org" file)
(s-ends-with? "weaponmaster.org" file)
(s-ends-with? "masked.org" file)
(s-ends-with? "battle-scarred.org" file)
(s-ends-with? "ritualist.org" file)
(s-ends-with? "shadow-kin.org" file)
(s-ends-with? "oathbreaker.org" file))
t)))
(let* ((asset-files (-map #'only-files assets))
(num-of-companions (seq-count #'is-companion? asset-files)))
(when (and
;; Are all the assets in the list unique?
(equal asset-files (seq-uniq asset-files))
;; Does the list only include first-time-only?
(-none? #'not-at-first? asset-files)
;; Does the list include, at most, one companion?
(<= num-of-companions 1))
assets))))
And I can write a little unit test to verify my test cases:
(ert-deftest rpgdm-ironsworn--good-character-assets-test ()
(should (rpgdm-ironsworn--good-character-assets '("foo" "bar" "baz")))
(should (rpgdm-ironsworn--good-character-assets '(("Companions :: Dog" . "assets/companions/dog.org")
("Paths :: Good Guy" . "assets/paths/good-guy.org")
("Ritual :: Booboo" . "assets/ritual/booboo.org"))))
(should-not (rpgdm-ironsworn--good-character-assets '("foo" "bar" "paths/shadow-kin.org")))
(should-not (rpgdm-ironsworn--good-character-assets '("foo" "bar" "foo")))
(should-not (rpgdm-ironsworn--good-character-assets '("assets/companions/dog.org"
"assets/paths/good-guy.org"
"assets/companions/monkey.org")))
(should-not (rpgdm-ironsworn--good-character-assets '(("Companions :: Dog" . "assets/companions/dog.org")
("Paths :: Good Guy" . "assets/paths/good-guy.org")
("Companions :: Monkey" . "assets/companions/monkey.org")))))
The rules say to start off with three assets, so let's have a function that can give us three random assets:
(defun rpgdm-ironsworn--some-character-assets (asset-filenames &optional number)
"Return a list of NUMBER elements from ASSET-FILENAMES... randomly.
If NUMBER is nil, then return 3."
(unless number
(setq number 3))
(cl-loop for x from 1 to number
collect (seq-random-elt asset-filenames)))
And again, a little unit test would be nice:
(ert-deftest rpgdm-ironsworn--some-character-assets-test ()
(should (= 4 (seq-length (rpgdm-ironsworn--some-character-assets '(1 2 3 4 5 6) 4))))
(should (= 3 (seq-length (rpgdm-ironsworn--some-character-assets '(1 2 3 4 5 6))))))
And a function that will read the assets
directory (recursively) and return a list of three filenames randomly chosen.
Once we get the list of filenames, we use a inner helper function, good-enough-list
, that picks three filenames, and if they are not good enough, will call itself until it picks three good ones. Shouldn't take too many iterations.
(defun rpgdm-ironsworn--random-character-assets (&optional number-of-assets)
"Return the file names of NUMBER-OF-ASSETS from the `assets' directory.
The chosen assets are _good_ in that they won't have duplicates, etc."
(defun good-enough-list (assets)
(let ((answer (thread-first assets
(rpgdm-ironsworn--some-character-assets number-of-assets)
(rpgdm-ironsworn--good-character-assets))))
(if answer
answer
(good-enough-list assets))))
(good-enough-list (rpgdm-ironsworn-character-assets)))
Now we have a function that inserts the contents of three randomly chosen assets:
(defun rpgdm-ironsworn-random-character-assets (&optional number-of-assets)
"Return the file names of NUMBER-OF-ASSETS from the `assets' directory.
The chosen assets are _good_ in that they won't have duplicates, etc."
(interactive "nHow many random assets should we insert? ")
(dolist (file (rpgdm-ironsworn--random-character-assets number-of-assets))
(rpgdm-ironsworn-insert-character-asset file)))
Whew. We finally can have a function that queries the user about a new character and whether we should insert them randomly or let the user choose…. or do nothing at all.
(defun rpgdm-ironsworn-insert-character-assets ()
(ignore-errors
(call-interactively 'rpgdm-ironsworn-insert-character-asset))
(when (y-or-n-p "Insert another asset? ")
(rpgdm-ironsworn-insert-character-assets)))
(defun rpgdm-ironsworn--new-character-assets ()
"Insert the contents of three character assets from the assets directory."
(goto-char (point-max))
(insert "\n** Assets\n")
;; When using Evil, we'll drop a marker here:
(when (fboundp 'evil-set-marker)
(evil-set-marker ?a))
(if (y-or-n-p "Would you like three random assets? ")
(rpgdm-ironsworn-random-character-assets 3)
(if (y-or-n-p "Would you like to choose your assets? ")
(rpgdm-ironsworn-insert-character-assets))))
Character Stats
This function will query the user for all of the stats and other properties that we will need to store before we can play the game.
(defun rpgdm-ironsworn--new-character-stats ()
"Insert character stats after querying user for them.
Note: The stats are added as properties using the
`rpgdm-ironsworn-store-character-state' and the
`rpgdm-ironsworn-progress-create' functions."
(dolist (stat '(edge heart iron shadow wits))
(rpgdm-ironsworn-store-character-state stat
(read-string (format "What '%s' stat: " stat))))
(dolist (stat '(health spirit supply))
(rpgdm-ironsworn-store-character-state stat 5))
(rpgdm-ironsworn-store-character-state 'momentum 2)
(rpgdm-ironsworn-progress-create (read-string "What title should we give this new character's Epic vow: ") 1)
(rpgdm-ironsworn-progress-create "Bonds" 1)
(rpgdm-ironsworn-progress-mark "Bonds")
(org-top-heading)
(re-search-forward (rx line-start (zero-or-more space) line-end))
(insert "\n** Bonds\n")
;; When using Evil, we'll drop a marker here:
(when (fboundp 'evil-set-marker)
(evil-set-marker ?b (point) t))
(insert (format " - My home settlement of %s\n" (rpgdm-tables-choose "settlement/name"))))
New Character Interface
Do we choose the stats first, or the assets? Do we ask, or have two separate functions? Perhaps the clearest approach is to do both, create two process functions, and then query the user which they would prefer.
(defun rpgdm-ironsworn--new-character-stats-first (&optional name)
"Insert a new character template for character, NAME.
The character stats are first queried, and then assets inserted."
(goto-char (point-max))
(rpgdm-ironsworn--new-character-stats)
(rpgdm-ironsworn--new-character-assets))
(defun rpgdm-ironsworn--new-character-assets-first (&optional name)
"Insert a new character template for character, NAME.
The assets are inserted first, and then character stats are queried."
;; Saving and restoring point, means the properties should be in the
;; correct, top-level position.
(let ((p (point)))
(rpgdm-ironsworn--new-character-assets)
(goto-char p)
(rpgdm-ironsworn--new-character-stats)))
(defun rpgdm-ironsworn-new-character (name order)
"Interactively query the user for a new character's attribute.
The NAME is the character's name, and ORDER determines how the
template will generate and query the user for the rest of the data.
This function _appends_ this information to the current buffer,
which should be using the `org-mode' major mode."
(interactive (list
(read-string "What is the new character's name? ")
(completing-read "What order should we build this? " '("Statistics first" "Assets first"))))
(setq rpgdm-ironsworn-new-character t)
(rpgdm-ironsworn--new-character-template name)
(if (equal order "Assets first")
(rpgdm-ironsworn--new-character-assets-first)
(rpgdm-ironsworn--new-character-stats-first))
(setq rpgdm-ironsworn-new-character nil)
(message "Alright, the template is complete. Edit away!" name))
The asset-insertion and other functions above act slightly differently during the initial character creating process, so we keep track of that with this variable:
(defvar rpgdm-ironsworn-new-character nil "Are we in the process of creating a new character?")
Showing a Character Stats
Sure, you could open up the appropriate drawer to see a character's stats, but we could do better? An updated org table? A separate buffer? For the moment, I am just going to display it in the mini-buffer whenever I want to see it.
(defun rpgdm-ironsworn--display-stat (stat character)
"Colorized the STAT from a CHARACTER hash containing it.
See `rpgdm-ironsworn-character-display'."
(let ((value (gethash stat character))
s-val color)
(if value
(setq s-val (number-to-string value)
color (cond
((< value 1) "red")
((< value 3) "orange")
((< value 4) "yellow")
(t "green")))
(setq s-val "??" color "purple"))
(propertize s-val 'face `(:foreground ,color))))
(defun rpgdm-ironsworn-character-display ()
"Easily display the character's stats and other things."
(interactive)
(let ((character (rpgdm-ironsworn-current-character-state)))
(rpgdm-message "Edge: %d Heart: %d Iron: %d Shadow: %d Wits: %d
Health: %s Spirit: %s Supply: %s Momentum: %d %s"
(rpgdm-ironsworn-character-stat 'edge character)
(rpgdm-ironsworn-character-stat 'heart character)
(rpgdm-ironsworn-character-stat 'iron character)
(rpgdm-ironsworn-character-stat 'shadow character)
(rpgdm-ironsworn-character-stat 'wits character)
(rpgdm-ironsworn--display-stat 'health character)
(rpgdm-ironsworn--display-stat 'spirit character)
(rpgdm-ironsworn--display-stat 'supply character)
(gethash 'momentum character 5)
(rpgdm-ironsworn--asset-stat-show-all character))))
Retrieving Character Stats
We need an internal representation of a character using a hash table of the attributes and other stats. One key feature is that I want to be able to look up a stat by either symbol or string, e.g. 'edge
or "edge"
or even :edge
. For this, I define a comparator, er, a Lisp test that uses a function to convert to a common format, a string:
(defun rpgdm-ironsworn-to-string (a)
"Return a lowercase string from either A, a string, keyword or symbol."
(downcase
(cond
((keywordp a) (substring (symbol-name a) 1))
((symbolp a) (symbol-name a))
(t a))))
(define-hash-table-test 'str-or-keys
(lambda (a b)
(string-equal (rpgdm-ironsworn-to-string a)
(rpgdm-ironsworn-to-string b)))
(lambda (s) (sxhash-equal (rpgdm-ironsworn-to-string s))))
With this hash-table test in place, we will create
And a help function to retrieve the stats of the character is just a wrapper around gethash
:
(defun rpgdm-ironsworn-character-stat (stat &optional character)
"Return integer value associated with a character's STAT.
If CHARACTER doesn't refer to a character hash, then this calls
the `rpgdm-ironsworn-current-character-state' function."
(unless character
(setq character (rpgdm-ironsworn-current-character-state)))
(gethash stat character 0))
Just to prove it to ourselves, all of the following expressions return the same number (however, only run this in an org file that has a character properly formatted in it):
(rpgdm-ironsworn-character-stat 'wits)
(rpgdm-ironsworn-character-stat "wits")
(rpgdm-ironsworn-character-stat "Wits")
(rpgdm-ironsworn-character-stat :wits)
Adjusting Character Stats
We need to modify some of the stored values, like health
and supply,
but the value I want to enter could be:
- A modifier to increase the value incrementally, like +1
- A modifier to decrease the value incrementally, like -2
- A set value (like
5
when Sojourning). - A reset to some default value, like going back to
2
for momentum.
This function will be used for interactive
to return a tuple of both the operation as well as the number:
(defun rpgdm-ironsworn--read-stat (label)
"A `read-string', but for the changeable value associated with LABEL.
A `+1' means increasing the stat by 1, while a `-1' decreased that stat.
A `=3' sets the stat to the number (in this case, `3').
Hitting return (entering a blank value) increments the 'momentum stat,
but decrements any other stats by `1'. Any other value means to take
the default for that stat."
(let ((value (read-string (format "Adjustment to %s (+/-/= for absolute value): " label)))
(rxnum (rx (group (optional (or "+" "-" "="))) (* space) (group (+ digit)) (* space))))
(if (string-match rxnum value)
(let ((sign (match-string 1 value))
(numb (string-to-number (match-string 2 value))))
(cond
((equal sign "-") `(:decrease ,numb))
((equal sign "+") `(:increase ,numb))
((equal sign "=") `(:absolute ,numb))
(t (if (eq label `momentum) `(:increase ,numb) `(:decrease ,numb)))))
(if (string-blank-p value)
(if (eq label 'momentum) '(:increase 1) '(:decrease 1))
'(:reset 0)))))
Best if we wrote some unit tests to both explain and verify this function. This test uses the letf, which allows us to override the read-string function for my tests. Why yes, this is clever way of doing what other languages would need a mock object.
(ert-deftest rpgdm-ironsworn--read-stat-test ()
;; Numbers with a minus sign always should indicate a decrease to the current value:
(cl-letf (((symbol-function 'read-string) (lambda (s) "-2")))
(should (equal (rpgdm-ironsworn--read-stat 'health) '(:decrease 2)))
(should (equal (rpgdm-ironsworn--read-stat 'spirit) '(:decrease 2)))
(should (equal (rpgdm-ironsworn--read-stat 'supply) '(:decrease 2)))
(should (equal (rpgdm-ironsworn--read-stat 'momentum) '(:decrease 2))))
;; Numbers with a minus sign always should indicate a increase to the current value:
(cl-letf (((symbol-function 'read-string) (lambda (s) "+2")))
(should (equal (rpgdm-ironsworn--read-stat 'health) '(:increase 2)))
(should (equal (rpgdm-ironsworn--read-stat 'spirit) '(:increase 2)))
(should (equal (rpgdm-ironsworn--read-stat 'supply) '(:increase 2)))
(should (equal (rpgdm-ironsworn--read-stat 'momentum) '(:increase 2))))
;; Numbers with a minus sign always should indicate a new setting:
(cl-letf (((symbol-function 'read-string) (lambda (s) "=2")))
(should (equal (rpgdm-ironsworn--read-stat 'health) '(:absolute 2)))
(should (equal (rpgdm-ironsworn--read-stat 'spirit) '(:absolute 2)))
(should (equal (rpgdm-ironsworn--read-stat 'supply) '(:absolute 2)))
(should (equal (rpgdm-ironsworn--read-stat 'momentum) '(:absolute 2))))
;; Just a number should change based on the type so stat, most go down, momentum goes up:
(cl-letf (((symbol-function 'read-string) (lambda (s) "2")))
(should (equal (rpgdm-ironsworn--read-stat 'health) '(:decrease 2)))
(should (equal (rpgdm-ironsworn--read-stat 'spirit) '(:decrease 2)))
(should (equal (rpgdm-ironsworn--read-stat 'supply) '(:decrease 2)))
(should (equal (rpgdm-ironsworn--read-stat 'momentum) '(:increase 2))))
;; No numeric value, most stats go down by one, but momentum goes up by one:
(cl-letf (((symbol-function 'read-string) (lambda (s) "")))
(should (equal (rpgdm-ironsworn--read-stat 'health) '(:decrease 1)))
(should (equal (rpgdm-ironsworn--read-stat 'spirit) '(:decrease 1)))
(should (equal (rpgdm-ironsworn--read-stat 'supply) '(:decrease 1)))
(should (equal (rpgdm-ironsworn--read-stat 'momentum) '(:increase 1))))
;; Anything else should return a :reset, as it will take the default value:
(cl-letf (((symbol-function 'read-string) (lambda (s) "go back")))
(should (equal (rpgdm-ironsworn--read-stat 'momentum) '(:reset 0)))))
The rpgdm-ironsworn-adjust-stat
function takes one of the four stats, like ’health
or ’momentum
, as well as its default
or starting value, collects the current value (the curr
variable), and then creates a new value based on the operator determined by the input from rpgdm-ironsworn--read-stat
. It sets the new stat by calling rpgdm-ironsworn-store-character-state
defined below.
(defun rpgdm-ironsworn-adjust-stat (stat &optional default)
"Increase or decrease the current character's STAT by ADJ.
If the STAT isn't found, returns DEFAULT."
(let* ((tuple (rpgdm-ironsworn--read-stat stat))
(curr (rpgdm-ironsworn-character-stat stat))
(oper (first tuple))
(numb (second tuple))
(new (cl-case oper
(:increase (+ curr numb))
(:decrease (- curr numb))
(:absolute numb)
(t default))))
;; (message "Combining curr %d with %d with %s operator" curr numb oper)
(rpgdm-ironsworn-store-character-state stat new)))
A few sugar functions for adding to our interface for each of the four stats:
(defun rpgdm-ironsworn-adjust-health ()
"Increase or decrease the current character's health interactively."
(interactive)
(rpgdm-ironsworn-adjust-stat 'health 5))
(defun rpgdm-ironsworn-adjust-spirit ()
"Increase or decrease the current character's spirit interactively."
(interactive)
(rpgdm-ironsworn-adjust-stat 'spirit 5))
(defun rpgdm-ironsworn-adjust-supply ()
"Increase or decrease the current character's supply interactively."
(interactive)
(rpgdm-ironsworn-adjust-stat 'supply 5))
(defun rpgdm-ironsworn-adjust-momentum ()
"Increase or decrease the current character's momentum interactively."
(interactive)
(rpgdm-ironsworn-adjust-stat 'momentum 2))
Roll against Character Stats
The previous functions allows us to create character stat-specific rolling functions:
(defun rpgdm-ironsworn-roll-stat (stat modifier)
"Roll an action based on a loaded character's STAT with a MODIFIER."
(interactive (list (completing-read "Stat Modifier: " '(Edge Heart Iron Shadow Wits))
(read-string "Other Modifier: ")))
(let ((all-mods (+ (rpgdm-ironsworn-character-stat stat)
(string-to-number modifier)))
(momentum (rpgdm-ironsworn-character-stat :momentum)))
(rpgdm-ironsworn-roll all-mods momentum)))
And we could have a function for each:
(defun rpgdm-ironsworn-roll-edge (modifier)
"Roll an action based on a loaded character's Edge stat with a MODIFIER."
(interactive (list (read-string "Edge + Modifier: ")))
(rpgdm-ironsworn-roll-stat :edge modifier))
(defun rpgdm-ironsworn-roll-heart (modifier)
"Roll an action based on a loaded character's Heart stat with a MODIFIER."
(interactive (list (read-string "Heart + Modifier: ")))
(rpgdm-ironsworn-roll-stat :heart modifier))
(defun rpgdm-ironsworn-roll-iron (modifier)
"Roll an action based on a loaded character's Iron stat with a MODIFIER."
(interactive (list (read-string "Iron + Modifier: ")))
(rpgdm-ironsworn-roll-stat :iron modifier))
(defun rpgdm-ironsworn-roll-shadow (modifier)
"Roll an action based on a loaded character's Shadow stat with a MODIFIER."
(interactive (list (read-string "Shadow + Modifier: ")))
(rpgdm-ironsworn-roll-stat :shadow modifier))
(defun rpgdm-ironsworn-roll-wits (modifier)
"Roll an action based on a loaded character's Wits stat with a MODIFIER."
(interactive (list (read-string "Wits + Modifier: ")))
(rpgdm-ironsworn-roll-stat :wits modifier))
Rolling death saves against your health, is similar to a progress roll (which I will define under the section, Progress).
(defun rpgdm-ironsworn-roll-health ()
"Roll challenge dice and compare with character's current health."
(interactive)
(rpgdm-ironsworn-progress-roll
(rpgdm-ironsworn-character-stat :health)))
(defun rpgdm-ironsworn-roll-spirit ()
"Roll challenge dice and compare with character's current spirit."
(interactive)
(rpgdm-ironsworn-progress-roll
(rpgdm-ironsworn-character-stat :spirit)))
(defun rpgdm-ironsworn-roll-supply ()
"Roll challenge dice and compare with character's current supply."
(interactive)
(rpgdm-ironsworn-progress-roll
(rpgdm-ironsworn-character-stat :supply)))
Asset-Related Stats
Some assets come with additional attributes, health or other modifying values. Let’s keep track of those as well, specificially:
- We need to be able to list all of these special stats, separately from health, iron, and other progress values.
- We should create them, but store their initial value at the very top of the org tree, like all other character stats
- We could roll with them as both a modifier (like wits) or as a progress (like supply).
The following asset-related stat values need to be stored as ironsworn-asset-something
, but displayed as Something
, so we need functions to convert from a string to this symbol, and back:
(defun rpgdm-ironsworn--asset-stat-key (name)
"Convert a string, NAME, into an `asset-str' symbol."
(thread-last name
(s-replace-regexp (rx space) "-")
(s-replace-regexp (rx (one-or-more (not (any "-" alphanumeric)))) "")
(downcase)
(format "asset-%s")
(make-symbol)))
(defun rpgdm-ironsworn--asset-stat-name (stat)
"Convert an asset-related STAT symbol into a readable name."
(let ((no-asset (thread-first stat
(symbol-name)
(substring 6))))
(thread-last no-asset
(string-replace "-" " ")
(s-titleize))))
Note that adding the asset-stat, Dobby’s Health
will be converted to the stat, asset-dobbys-health
, which will then be displayed (again after conversion) to the user as: Dobbys Health
. But since most of these stats will be created from the Asset files (and not directly from the user), this shouldn’t be a problem.
Let’s make a few unit tests to verify this:
(ert-deftest rpgdm-ironsworn--asset-stat-key-test ()
(should (symbolp (rpgdm-ironsworn--asset-stat-key "Foo bar")))
(should (string= 'asset-foo-bar (rpgdm-ironsworn--asset-stat-key "Foo bar")))
(should (string= 'asset-foos-bar (rpgdm-ironsworn--asset-stat-key "Foo's bar"))))
(ert-deftest rpgdm-ironsworn--asset-stat-name-test ()
(should (string= "Foo Bar" (rpgdm-ironsworn--asset-stat-name 'asset-foo-bar))))
Use the rpgdm-ironsworn-store-default-character-state function to create and store an asset-related stat:
(defun rpgdm-ironsworn-asset-stat-create (name value)
"Create a special stat associated with an asset.
Note that this is created as an org property value at the
top-most heading. The NAME is a short string for the name of the
asset, and VALUE is the initial value, probably an integer
value."
(interactive (list (read-string "Asset stat name: ")
(read-string "Initial asset stat value: ")))
(unless (s-blank? name)
(let ((stat (rpgdm-ironsworn--asset-stat-key name)))
(rpgdm-ironsworn-store-default-character-state stat value))))
Now with the asset-stats available, we can filter them from the hash-table
returned from the rpgdm-ironsworn-current-character-state function, to produce an alist
where the user-formatted name is joined with the asset keys.
(defun rpgdm-ironsworn--asset-stat-alist (&optional stats)
"Return alist of all defined asset-related STATS."
(unless stats
(setq stats (rpgdm-ironsworn-current-character-state)))
(let* ((keys (thread-last stats
(hash-table-keys)
(--filter (string-prefix-p "asset-" (symbol-name it)))))
(names (-map 'rpgdm-ironsworn--asset-stat-name keys)))
(-zip names keys)))
And we can verify this with some unit tests:
(ert-deftest rpgdm-ironsworn--asset-stat-alist-test ()
(let* ((stats #s(hash-table size 65 test str-or-keys rehash-size 1.5 rehash-threshold 0.8125 data
(title "Travels of Kannan"
edge 2 heart 1 iron 1 shadow 2 wits 3
health 5 spirit 5 supply 5 momentum 2
asset-mammoth-health 5
asset-invoke-level 3)))
(assets (rpgdm-ironsworn--asset-stat-alist stats)))
(should (= (length assets) 2))
(should (eq (alist-get "Mammoth Health" assets 0 nil 'equal) 'asset-mammoth-health))
(should (eq (alist-get "Invoke Level" assets 0 nil 'equal) 'asset-invoke-level))))
With the ability to create an alist
of all assets, we use this result to create a completing-read-like function for selecting one of the stored asset-related stats.
(defun rpgdm-ironsworn--asset-stat-choose ()
"Display all asset-related stats, allowing user to choose one.
Return the symbol, `asset-xyz."
(let* ((choices (rpgdm-ironsworn--asset-stat-alist))
(choice (completing-read "Choose Asset Stat: " choices)))
(alist-get choice choices 0 nil 'equal)))
Most asset-related stats, like a companion’s health, need to be adjusted, so using our -choose
function as well as the -adjust-stat
function, the rpgdm-ironsworn-asset-stat-adjust function is trivial:
(defun rpgdm-ironsworn-asset-stat-adjust (stat)
"Adjust an asset-related STAT, after choosing that.
Note that the stat must have already been defined."
(interactive (list (rpgdm-ironsworn--asset-stat-choose)))
(rpgdm-ironsworn-adjust-stat stat))
Displaying the value of an asset stat seems simple to write:
(defun rpgdm-ironsworn-asset-stat-show (stat)
"Display an asset STAT after selecting it from those created."
(interactive (list (rpgdm-ironsworn--asset-stat-choose)))
(message "%d" (rpgdm-ironsworn-character-stat stat)))
While we need to know the value of an asset stat, all of those stats should also show with the standard rpgdm-ironsworn-character-display, as that function will call a function to get a string of all the asset-related stats and values (if any).
(defun rpgdm-ironsworn--asset-stat-show-all (&optional stats)
"Return string showing all asset-related STATS and their values.
Note that if STATS is nil, the stats are acquired by calling
`rpgdm-ironsworn-current-character-state'."
(unless stats
(setq stats (rpgdm-ironsworn-current-character-state)))
(cl-flet ((convert (stat) (cons (car stat)
(rpgdm-ironsworn-character-stat (cdr stat)))))
(thread-last stats
(rpgdm-ironsworn--asset-stat-alist)
(-map #'convert)
(--map (format "%s: %s" (car it) (cdr it)))
(s-join " "))))
How would that actually look? Let’s write a unit test to make sure.
(ert-deftest rpgdm-ironsworn--asset-stat-alist-test ()
;; Using Lisp to `mock' the function to get an stat value:
(cl-letf (((symbol-function 'rpgdm-ironsworn-character-stat) (lambda (s) 3)))
(let* ((stats #s(hash-table size 65 test str-or-keys rehash-size 1.5
rehash-threshold 0.8125 data
(title "Travels of Kannan"
edge 2 heart 1 iron 1 shadow 2 wits 3
health 5 spirit 5 supply 5 momentum 2
asset-mammoth-health 3
asset-invoke-level 3))))
(should (string= "Mammoth Health: 3 Invoke Level: 3"
(rpgdm-ironsworn--asset-stat-show-all stats))))
;; Return an empty string if there are not asset-related stats:
(let* ((stats #s(hash-table size 65 test str-or-keys rehash-size 1.5
rehash-threshold 0.8125 data
(title "Travels of Kannan"
edge 2 heart 1 iron 1 shadow 2 wits 3
health 5 spirit 5 supply 5 momentum 2))))
(should (string= "" (rpgdm-ironsworn--asset-stat-show-all stats))))))
And now we need a few roll functions, for treating an asset-related stat as a modifier (for instance, the Commander's Warband Strength):
(defun rpgdm-ironsworn-asset-stat-roll (stat modifier)
"Use an asset-related stat as a modifier for a standard roll."
(interactive (list (rpgdm-ironsworn--asset-stat-choose)
(read-string "Other modifier: ")))
(rpgdm-ironsworn-roll-stat stat modifier))
Moves
The moves directory contains one org file for each move. These files contains properties for how a move should behave. To make "a move" involves opening the move description file in a side-buffer, getting details about the move from the file, and then rolling some dice.
(defun rpgdm-ironsworn--move-tuple (file)
"Return a list of a string representation of FILE, and FILE.
The string representation is created by looking at the parent
directory and file name."
(let* ((regx (rx "moves/"
(group (one-or-more (not "/")))
"/"
(group (one-or-more (not ".")))
".org" eol))
(mtch (string-match regx file))
(type (thread-last file
(match-string 1)
(s-titleize)))
(name (thread-last file
(match-string 2)
(s-replace-regexp "-" " "))))
(list (format "%s :: %s" type name) file)))
And let's verify the format:
(ert-deftest rpgdm-ironsworn--move-tuple-test ()
(let ((file "moves/fate/ask-the-oracle.org")
(full "~/other/over/here/moves/fate/ask-the-oracle.org"))
(should (equal (list "Fate :: ask the oracle" file)
(rpgdm-ironsworn--move-tuple file)))
(should (equal (list "Fate :: ask the oracle" full)
(rpgdm-ironsworn--move-tuple full)))))
Once I read the list of moves, I want to cache it, using a poor-person's memoize feature:
(defvar rpgdm-ironsworn-moves ()
"A list of tuples of the move and the file containing its goodness.")
Oh, one issue… how do I know where the data files for the moves are?
(defun rpgdm-ironsworn-moves ()
"Return a list containing available moves and its filename.
The file contains the move's instructions and other properties. Note
that this function is memoized, in that re-calling this function
will return a cached copy."
(unless rpgdm-ironsworn-moves
(setq rpgdm-ironsworn-moves
(mapcar 'rpgdm-ironsworn--move-tuple
(directory-files-recursively
(f-join rpgdm-ironsworn-project "moves")
(rx (1+ any) ".org" eos)))))
rpgdm-ironsworn-moves)
Choosing a move comes from using the completing-read
along with a list of all moves, like this:
(completing-read "Move: " (rpgdm-ironsworn-moves))
A frustrating lack-of-function is a completing-read function that can take a plist, but return the value instead of the key. Let’s creating one.
(defun completing-read-value (prompt values)
"Like `completing-read' but return value from VALUES instead of key.
Display PROMPT, and has a list of choices displayed for the user to select."
(thread-first prompt
(completing-read values)
(assoc values)
(second)))
We can use that function to let the user choose a nicely formatted move, but return the file containing the move.
(defun rpgdm-ironsworn-choose-move ()
"A `completing-read' for moves, but returns the move filename."
(completing-read-value "Move: " (rpgdm-ironsworn-moves)))
Another feature I want, is that after completing a move, to put the results in a register, so that I can paste it into my notes file:
(defun rpgdm-ironsworn--store-move (title results)
"Store RESULTS in `m' register for later pasting.
The register also has TITLE, the name of the move, based on the
current file."
(set-register ?m (format "# %s ... %s " title results)))
Now, let's do the Move interface. We need to load the documentation, and retrieve its move-stats
property, and then possibly do something, like roll:
(defun rpgdm-ironsworn-make-move (move-file)
"Make an Ironsworn move by loading MOVE-FILE.
Optionally query the user to make an initial roll based
on the properties in the file."
(interactive (list (rpgdm-ironsworn-choose-move)))
;; Normally, we'd call `save-window-excursion', however, that buries the file
;; we show, and I think we should leave it up for study.
(let (props title
(orig-buf (window-buffer)))
(find-file-other-window move-file)
(goto-char (point-min))
(setq title (cdr (assoc "ITEM" (org-entry-properties))))
(setq props (first (org-property-values "move-stats")))
(pop-to-buffer orig-buf)
(rpgdm-ironsworn--store-move title (rpgdm-ironsworn--make-move props))))
The rpgdm-ironsworn--make-move
call does something based on the properties stored in the file:
- If nil, do nothing
- If one or more stats, separated by a
|
, do each stat in series, e.g.track|heart
- If single stat that is
track
, callrpgdm-ironsworn-progress-create
- If single stat that is
progress
, callrpgdm-ironsworn-progress-roll
- If single stat, call
rpgdm-ironsworn-roll-stat
with that stat as a symbol, e.g.'wits
- If first entry is
>
, callrpgdm-ironsworn-roll-stat
with the largest of the listed character's stats - If first entry is
<
, callrpgdm-ironsworn-roll-stat
with the lowest of the listed character's stats - Otherwise, let the user choose the stat, from the property list, and can call
rpgdm-ironsworn-roll-stat
Seems like a job for cond
:
(defun rpgdm-ironsworn--make-move (move-props)
"Query user for rolls based on one or series of MOVE-PROPS."
(if (string-match (rx (group (1+ alpha)) "|" (group (1+ any))) move-props)
(let ((first (match-string 1 move-props))
(rest (match-string 2 move-props)))
(rpgdm-ironsworn--make-single-move first)
(rpgdm-ironsworn--make-move rest))
(rpgdm-ironsworn--make-single-move move-props)))
(defun rpgdm-ironsworn--make-single-move (move-props)
"Query user for rolls based on one MOVE-PROPS."
(let* ((props (s-split " " (or move-props "")))
(count (seq-length props))
(stats (seq-filter (lambda (s) (string-match (rx (one-or-more alpha)) s)) props))
(first (first props)))
(cond
((seq-empty-p stats) nil)
((equal first "track") (call-interactively 'rpgdm-ironsworn-progress-create))
((equal first "progress") (call-interactively 'rpgdm-ironsworn-progress-roll))
((= count 1) (rpgdm-ironsworn-roll-with first))
((equal first ">") (rpgdm-ironsworn-roll-best stats))
(t (rpgdm-ironsworn-roll-stat
(completing-read "Stat Choice: " stats)
(read-string "Modifier: "))))))
(defun rpgdm-ironsworn-roll-with (stat)
"Roll against a character STAT, as a string, and prompt for modifier.
See `rpgdm-ironsworn-roll-stat' for details."
(rpgdm-ironsworn-roll-stat stat (read-string "Modifier: ")))
(defun rpgdm-ironsworn-roll-best (options)
"Call `rpgdm-ironsworn-roll' with a characters largest stat from OPTIONS."
(let* ((values (seq-map 'rpgdm-ironsworn-character-stat options))
(largest (seq-max values))
(modifier (read-string "Modifier: "))
(all-mods (+ largest (string-to-number modifier))))
(rpgdm-ironsworn-roll all-mods)))
Progress
The concept of a progress can be anything from an overland journey to a battle with an Elder Boar. A function to create a new one (asking for a name), another function to mark progress, and a third to remove it.
While the 10 boxes are easy for pen-and-paper games, we really need the number a ticks marking progress amounts:
(cl-flet* ((faded (str) (propertize str 'face '(:foreground "#888")))
(msg (a b) (format "%s %s %s" a (faded "--") (faded b))))
(defvar
rpgdm-ironsworn-progress-levels `((,(msg "troublesome" "quick") 12)
(,(msg "dangerous" "short") 8)
(,(msg "formidable" "long") 4)
(,(msg "extreme" "very long") 2)
(,(msg "epic" "never-ending") 1))
"The five levels of progression for an Ironsworn progress track."))
Given a label, can we get the level as a value:
(defun rpgdm-ironsworn-progress-level (label)
"Return the level (number of ticks to mark) of progress LABEL.
For instance, if LABEL is `Dangerous', this returns `8'."
(alist-get label rpgdm-ironsworn-progress-levels 8 nil 'equal))
Since we'll store only the numbers, we might want to get back the label. Originally, I used an rassoc
, but since I propertized
the labels, my new function is a bit more complicated:
(defun rpgdm-ironsworn-progress-level-label (level)
"Return the label associated with the progress LEVEL, e.g. dangerous."
(thread-last rpgdm-ironsworn-progress-levels
(--filter (= (second it) level))
(first) ; Assume we only get one match
(first) ; Get the textual label
(s-split " ")
(first))) ; Word before the space
Basic tests for sanity:
(ert-deftest rpgdm-ironsworn-progress-level-label-test ()
(should (equal (rpgdm-ironsworn-progress-level-label 1) "epic"))
(should (equal (rpgdm-ironsworn-progress-level-label 12) "troublesome"))
(should (equal (rpgdm-ironsworn-progress-level-label 4) "formidable")))
A helper function for allowing the user to choose which track to mark progress against:
(defun rpgdm-ironsworn-progress-track-choose (&optional allow-other)
"Query the user to choose a track stored in the org file.
If ALLOW-OTHER is non-nil, we append a choice, <other>, which
allows the user to choose the number of squares that have been
marked against some progress."
(let* ((other "<other>")
(tracks (rpgdm-ironsworn-character-progresses))
(choices (if allow-other
(append tracks (list other))
tracks))
(original (completing-read "Progress Track: " choices)))
(if (and allow-other (equal original other))
(read-number "Completed Track Amount [0-10]: ")
original)))
Adding a progress to a character amounts to an arbitrary name, and the number of ticks, that amount to a level. For instance, we want to mark two boxes against a dangerous track, which is 8
ticks. We store this in the character's hash-table, under the key, progress-tracks
:
(defun rpgdm-ironsworn-progress-create (name level)
"Add a new progress track, NAME, of a particular LEVEL.
Stored as a property in the org file. Keep in mind that the
NAME should be a short title, not a description."
(interactive (list (read-string "Progress Name: ")
(completing-read-value "Progress Level: "
rpgdm-ironsworn-progress-levels)))
(let* ((track-id (substring (secure-hash 'md5 name) 0 8))
(track-prop (format "ironsworn-progress-%s" track-id))
(track-val (format "\"%s\" %d %d" name level 0))
(title (org-get-heading))
(option '(("At the same level as a sibling?" same-level)
("As a subheading to this?" subheading)
("No new heading. Re-use this?" no))))
(when (called-interactively-p)
(cl-case (completing-read-value "Create a new heading? " option)
('same-level (progn
(org-insert-heading-respect-content)
(insert name)))
('subheading (progn
(org-insert-heading-respect-content)
(org-shiftmetaright)
(insert name)))))
(org-set-property track-prop track-val)))
Interactively, we can call the -mark
function multiple times, but we might want to be able to call it multiple times (for instance, in a battle using a sword, we can mark progress twice). Regardless, we call rpgdm-ironsworn--mark-progress-track
to update the character sheet.
(defun rpgdm-ironsworn-progress-mark (name &optional times)
"Mark progress against a track, NAME, storing result.
Instead of calling this function multiple times, you can specify
the number of TIMES to mark progress."
(interactive (list (rpgdm-ironsworn-progress-track-choose)))
(unless times (setq times 1))
(dotimes (idx times)
(rpgdm-ironsworn-mark-progress-track name)))
The rpgdm-ironsworn--progress-amount
function returns the information about a progress, by name. It returns a list of all aspects, allowing us to decide how to display it:
(defun rpgdm-ironsworn--progress-amount (name)
"Return list of aspects of progress by NAME.
Including:
- track :: The name of the track (same as `name')
- value :: The number complexity level, e.g. how many ticks per marked progress
- level :: The string label of a progress, e.g. Epic or Troublesome
- ticks :: The amount of ticks marked, shnould be <= 40
- boxes :: The number of completed boxes (ticks / 4, rounded down)
- remain :: The number of remaining ticks marked towards the next box."
(let* ((tracks (rpgdm-ironsworn-character-progresses))
(matched (assoc name tracks))
(track (first matched))
(value (second matched))
(level (rpgdm-ironsworn-progress-level-label value))
(ticks (third matched))
(boxes (/ ticks 4))
(remain (% ticks 4)))
(list track value level ticks boxes remain)))
Make a progress to visual table of boxes. Not sure if this is very helpful or not, but it sure will look cool:
(defun rpgdm-ironsworn--progress-box (boxes leftover)
"Return a org-like table of current completion of an Ironsworn progress.
For instance, with 4 boxes and 2 leftover tick marks, this will return:
| ■ | ■ | ■ | ■ | x | | | | | | "
(defun make-box (boxes leftover-ticks blanks)
(cond
((> boxes 0) (concat " ■ |" (make-box (1- boxes) leftover-ticks blanks)))
((> leftover-ticks 2) (concat " * |" (make-box 0 0 blanks)))
((> leftover-ticks 1) (concat " x |" (make-box 0 0 blanks)))
((> leftover-ticks 0) (concat " - |" (make-box 0 0 blanks)))
((> blanks 0) (concat " |" (make-box 0 0 (1- blanks))))))
(when (> leftover 3)
(setq boxes (+ boxes (/ leftover 4)))
(setq leftover (% leftover 4)))
(when (< boxes 0)
(setq boxes 0))
(when (> boxes 10)
(setq boxes 10))
(setq blanks (if (> leftover 0)
(- 9 boxes)
(- 10 boxes)))
(concat "|" (make-box boxes leftover blanks)))
Some tests may make it clear how that function will look:
(ert-deftest rpgdm-ironsworn--progress-box-test ()
(should (equal (rpgdm-ironsworn--progress-box 0 0) "| | | | | | | | | | |"))
(should (equal (rpgdm-ironsworn--progress-box 0 1) "| - | | | | | | | | | |"))
(should (equal (rpgdm-ironsworn--progress-box 0 2) "| x | | | | | | | | | |"))
(should (equal (rpgdm-ironsworn--progress-box 0 3) "| * | | | | | | | | | |"))
(should (equal (rpgdm-ironsworn--progress-box 1 0) "| ■ | | | | | | | | | |"))
(should (equal (rpgdm-ironsworn--progress-box 2 0) "| ■ | ■ | | | | | | | | |"))
(should (equal (rpgdm-ironsworn--progress-box 3 0) "| ■ | ■ | ■ | | | | | | | |"))
(should (equal (rpgdm-ironsworn--progress-box 4 0) "| ■ | ■ | ■ | ■ | | | | | | |"))
(should (equal (rpgdm-ironsworn--progress-box 4 1) "| ■ | ■ | ■ | ■ | - | | | | | |"))
(should (equal (rpgdm-ironsworn--progress-box 4 2) "| ■ | ■ | ■ | ■ | x | | | | | |"))
(should (equal (rpgdm-ironsworn--progress-box 4 3) "| ■ | ■ | ■ | ■ | * | | | | | |"))
(should (equal (rpgdm-ironsworn--progress-box 5 0) "| ■ | ■ | ■ | ■ | ■ | | | | | |"))
(should (equal (rpgdm-ironsworn--progress-box 10 0) "| ■ | ■ | ■ | ■ | ■ | ■ | ■ | ■ | ■ | ■ |"))
;; Negative test cases
(should (equal (rpgdm-ironsworn--progress-box 11 0) "| ■ | ■ | ■ | ■ | ■ | ■ | ■ | ■ | ■ | ■ |"))
(should (equal (rpgdm-ironsworn--progress-box -1 0) "| | | | | | | | | | |"))
(should (equal (rpgdm-ironsworn--progress-box 4 8) "| ■ | ■ | ■ | ■ | ■ | ■ | | | | |"))
(should (equal (rpgdm-ironsworn--progress-box 4 6) "| ■ | ■ | ■ | ■ | ■ | x | | | | |")))
If we call the -amount
function interactively, we should get the current results displayed, otherwise, we really just want the number of full boxes marked:
(defun rpgdm-ironsworn-progress-amount (name)
"Display the progress made against a track, NAME."
(interactive (list (rpgdm-ironsworn-progress-track-choose)))
(cl-destructuring-bind
(track value level ticks boxes leftover)
(rpgdm-ironsworn--progress-amount name)
(if (not (called-interactively-p 'any))
boxes
(rpgdm-message "[%s] Progress on %s: %d %s" level
(propertize name 'face 'italic)
boxes
(rpgdm-ironsworn--progress-box boxes leftover)))))
Rolling against the progress just means we need to request that value instead of rolling the d6, but in this case, we should either take a currently registered progress track, or simply specify a completed amount:
(defun rpgdm-ironsworn-progress-roll (progress-value)
"Display a Hit/Miss message based on the PROGRESS-VALUE.
This value is compared to rolling two d10 challenge dice."
(interactive (list (rpgdm-ironsworn-progress-track-choose t)))
(unless (numberp progress-value)
(setq progress-value (rpgdm-ironsworn-progress-amount progress-value)))
(let ((one-challenge (rpgdm--roll-die 10))
(two-challenge (rpgdm--roll-die 10)))
(rpgdm-message (rpgdm-ironsworn--results progress-value 0
one-challenge two-challenge))))
When we've finished a track, we can remove it from the hash to not clutter the interace:
(defun rpgdm-ironsworn-progress-delete (name)
"Remove the progress track, NAME."
(interactive (list (rpgdm-ironsworn-progress-track-choose)))
(let ((tracks (gethash 'progress-tracks rpgdm-ironsworn-character)))
(ignore-errors
(remhash name tracks))))
Let's make sure these function work as we expect (keep in mind, these can only be run in an Org file):
(ert-deftest rpgdm-ironsworn-progress-test ()
(let ((track "Battling a Grue"))
(rpgdm-ironsworn-progress-delete track)
(rpgdm-ironsworn-progress-create track "Dangerous")
(should (= (rpgdm-ironsworn-progress-amount track) 0))
(rpgdm-ironsworn-progress-mark track)
(should (= (rpgdm-ironsworn-progress-amount track) 2))
(rpgdm-ironsworn-progress-mark track 2)
(should (= (rpgdm-ironsworn-progress-amount track) 6))))
(ert-deftest rpgdm-ironsworn-progress-test ()
(let ((track "Battling an Extreme Grue"))
(rpgdm-ironsworn-progress-delete track)
(rpgdm-ironsworn-progress-create track "Extreme")
(should (= (rpgdm-ironsworn-progress-amount track) 0))
(rpgdm-ironsworn-progress-mark track)
(should (= (rpgdm-ironsworn-progress-amount track) 0))
(rpgdm-ironsworn-progress-mark track 2)
(should (= (rpgdm-ironsworn-progress-amount track) 1))))
Delve Site Progress
In the Ironsworn Delve expansion, you can venture in a dangerous place, and this is a slightly different progress.
Using the interesting random name generator from the Ironsworn: Delve source book.
Requires a place-type
to help limit the values that can be in place and then looks up the details on various tables.
(defun rpgdm-ironsworn-oracle-site-name (&optional place-type)
"Return a randomly generated name for a dangerous site.
The PLACE-TYPE is something like 'shadowfen or 'sea-cave,
and helps to make the new name more meaningful to the place."
(interactive (list (completing-read "Place type: "
'(barrow cavern icereach mine pass ruin
sea-cave shadowfen stronghold
tanglewood underkeep))))
(unless place-type
(setq place-type "unknown"))
(let ((description (rpgdm-tables-choose "site/name/description"))
(detail (rpgdm-tables-choose "site/name/detail"))
(namesake (rpgdm-tables-choose "site/name/namesake"))
(place (rpgdm-tables-choose (format "site/name/place/%s" (downcase place-type))))
(roll (rpgdm--roll-die 100)))
(rpgdm-message
(cond
((<= roll 25) (format "%s %s" description place))
((<= roll 50) (format "%s of %s" place detail))
((<= roll 70) (format "%s of %s %s" place description detail))
((<= roll 80) (format "%s of %s's %s" place namesake detail))
((<= roll 85) (format "%s's %s" namesake place))
((<= roll 95) (format "%s %s of %s" description place namesake))
(t (format "%s of %s" place namesake))))))
While the following functions can take advantage of this function, we also want to place it in our normal rpgdm-tables
hash, so that we can choose it there:
(puthash "site/name" 'rpgdm-ironsworn-oracle-site-name rpgdm-tables)
So, let's generate some random place names as examples of it working:
(rpgdm-ironsworn-oracle-site-name "barrow") ; "Tomb of Storms"
(rpgdm-ironsworn-oracle-site-name "cavern") ; "Lair of Khulan’s Truth"
(rpgdm-ironsworn-oracle-site-name "icereach") ; "Barrens of Erisia’s Winter"
(rpgdm-ironsworn-oracle-site-name "mine") ; "Lode of Ashen Lament"
(rpgdm-ironsworn-oracle-site-name "pass") ; "Sunken Highlands"
(rpgdm-ironsworn-oracle-site-name "ruin") ; "Sanctum of Khulan’s Truth"
(rpgdm-ironsworn-oracle-site-name "sea-cave") ; "Silent Caves"
(rpgdm-ironsworn-oracle-site-name "shadowfen") ; "Floodlands of Nightmare Despair"
(rpgdm-ironsworn-oracle-site-name "stronghold") ; "Crumbling Bastion"
(rpgdm-ironsworn-oracle-site-name "tanglewood") ; "Bramble of Endless Strife"
(rpgdm-ironsworn-oracle-site-name "underkeep") ; "Underkeep of Lament"
(rpgdm-ironsworn-oracle-site-name) ; "Sundered Mists of Khulan"
What makes these unique is the combination a place type, called a domain, and an aspect, called a theme, and then many oracles can refer to a combination of both tables. We could randomly choose a place, rolling randomly on both theme and domain, for instance:
- Ravaged Shadowfen
- Mire of Shrouded Silence
- Haunted Barrow
- Grave of Radek’s Shadow
- Infested Barrow
- Selpulcher of Wasted Bone
Notice we also generate a name for the place.
(defun rpgdm-ironsworn-oracle-site-nature ()
"Return a name and nature of a dangerous site.
The nature is a combination of theme and domain."
(interactive)
(let* ((theme (rpgdm-tables-choose "site/theme"))
(domain (rpgdm-tables-choose "site/domain"))
(place (downcase domain))
(name (rpgdm-ironsworn-oracle-site-name place)))
(rpgdm-message "%s %s :: %s" theme domain name)))
Let’s put this function too in our rpgdm-tables
hash table, so I can easily grab a unique random dangerous site.
(puthash "site" 'rpgdm-ironsworn-oracle-site-nature rpgdm-tables)
To begin delving into a site, you choose a theme and a domain, and then . Let’a have a function that allows us to choose both (and store) so that we can refer to them again.
(defun rpgdm-ironsworn-discover-a-site (theme domain &optional name level)
"Store a Delve Site information in the org file.
The THEME and DOMAIN need to match org files in the `tables'
directory, and the choices themselves come from these files.
See the helper functions,
`rpgdm-ironsworn-site-themes' and `rpgdm-ironsworn-site-domains'.
Note, this function also queries the user for the name of the site
and progress level, and stores all this information in the org file."
(interactive
(list
(completing-read "What is the site theme? " rpgdm-ironsworn-site-themes)
(completing-read "What is the domain? " rpgdm-ironsworn-site-domains)))
(when (called-interactively-p)
(setq name (read-string "Site Name: " (rpgdm-ironsworn-oracle-site-name domain)))
(setq level (completing-read-value "Progress Level: " rpgdm-ironsworn-progress-levels)))
(org-insert-heading-respect-content)
(org-shiftmetaright)
(insert name)
(rpgdm-ironsworn-progress-create name level)
(ignore-errors
(next-line 2))
(rpgdm-ironsworn-store-character-state 'site-theme (downcase theme))
(rpgdm-ironsworn-store-character-state 'site-domain (downcase domain)))
With these properties in place, we can now do a much better job with the Delve the Depths move.
(defun rpgdm-ironsworn-delve-the-depths-weak (stat)
"Return random result from weak hit table for Delve the Depths.
The STAT should be the symbol, 'wits, 'shadow, or 'edge."
(interactive (list (completing-read "Stat Choice: "
'("wits" "shadow" "edge"))))
(let ((table-name (format "delve/weak-hit/%s" stat)))
;; (message "Rolling on %s" table-name)
(rpgdm-tables-choose table-name)))
(defun rpgdm-ironsworn-delve-the-depths-weak-edge ()
"Return random result from `edge` version of the weak hit table."
(interactive)
(rpgdm-ironsworn-delve-the-depths-weak "edge"))
(defun rpgdm-ironsworn-delve-the-depths-weak-shadow ()
"Return random result from `shadow` version of the weak hit table."
(interactive)
(rpgdm-ironsworn-delve-the-depths-weak "shadow"))
(defun rpgdm-ironsworn-delve-the-depths-weak-wits ()
"Return random result from `wits` version of the weak hit table."
(interactive)
(rpgdm-ironsworn-delve-the-depths-weak "wits"))
With the theme and domain properties in place, we can now do a much better job with the Reveal a Danger move.
(defun rpgdm-ironsworn--reveal-a-danger ()
"Return a random danger appropriate for Delve sites.
For instance, if the `danger' table states to consult the theme
or domain tables, this reads the `site-theme' and `site-domain'
properties in the current org file, and rolls on the appropriate
chart."
(let* ((theme (rpgdm-ironsworn-character-stat 'site-theme))
(domain (rpgdm-ironsworn-character-stat 'site-domain))
(danger (rpgdm-tables-choose "danger")))
(cond
((equal danger "Check the theme card.")
(rpgdm-tables-choose (format "danger/theme/%s" theme)))
((equal danger "Check the domain card.")
(rpgdm-tables-choose (format "danger/domain/%s" domain)))
((s-starts-with? "Roll twice" danger)
(format "%s <AND> %s"
(rpgdm-ironsworn--reveal-a-danger)
(rpgdm-ironsworn--reveal-a-danger)))
(t danger))))
(defun rpgdm-ironsworn-reveal-a-danger ()
"Display a random danger appropriate for Delve sites.
For instance, if the `danger' table states to consult the theme
or domain tables, this reads the `site-theme' and `site-domain'
properties in the current org file, and rolls on the appropriate
chart."
(interactive)
(rpgdm-message "Revealed Danger: %s" (rpgdm-ironsworn--reveal-a-danger)))
Oracles
Shawn Tompkin has created some useful oracles (random tables) to consult. I'm breaking my own rpgdm project convention, and having this code automatically load those tables.
(rpgdm-tables-load (f-join rpgdm-ironsworn-project "tables"))
Some tables contain code we need, so let’s gather those. The trick is that the rpgdm-tables-load function first stores only the filename until we call rpgdm-tables-choose, in which case, the contents of the table is now stored in the hash. So, to get the values, we first choose an item (and ignore it), and then just store the value from the hashtable.
(defvar rpgdm-ironsworn-site-themes
(progn (rpgdm-tables-choose "site/theme")
(gethash "site/theme" rpgdm-tables))
"A list of the Delve site themes.")
(defvar rpgdm-ironsworn-site-domains
(progn (rpgdm-tables-choose "site/domain")
(gethash "site/domain" rpgdm-tables))
"A list of the Delve site domains.")
He designed many of the tables to work together, for instance, you should roll on both the actions and themes and combine the result to kick-start your ideas.
Rolling on one table is simple, but here we have a collection of helper function to roll on multiple tables, and display the result altogether.
Action-Theme
This function displays an entry from both the actions and themes tables.
(defun rpgdm-ironsworn-oracle-action-theme ()
"Rolls on two tables at one time."
(interactive)
(let ((action (rpgdm-tables-choose "action"))
(theme (rpgdm-tables-choose "theme")))
(rpgdm-message "%s / %s" action theme)))
(puthash "action-and-theme :: Roll on both tables"
'rpgdm-ironsworn-oracle-action-theme
rpgdm-tables)
Character
This function display a single entry of all the character-specific tables, including, a name, their role and current activity, a one-word description, as well as more hidden aspects, like the character's goal and disposition.
(defun rpgdm-ironsworn-oracle-npc ()
"Roll on all the character-related tables and show them together.
You'll need to pick and choose what works and discard what doesn't."
(interactive)
(let ((name (rpgdm-tables-choose "name/ironlander"))
(goal (rpgdm-tables-choose "character/goal"))
(role (rpgdm-tables-choose "character/role"))
(activity (rpgdm-tables-choose "character/activity"))
(description (rpgdm-tables-choose "character/descriptor"))
(disposition (rpgdm-tables-choose "character/disposition")))
(rpgdm-message "%s, %s %s (Activity: %s Disposition: %s Goal: %s)"
name description role activity disposition goal)))
(puthash "npc :: Roll on all character tables"
'rpgdm-ironsworn-oracle-npc rpgdm-tables)
Combat Action
The combat action table isn't often tactical, and I prefer combining the method and target as an event. For instance, the following could be results from this method:
- Defy Object or Attack with precision.
- Overwhelm Opening or Intimidate or frighten.
- Withdraw Opening or Use the terrain to gain advantage.
(defun rpgdm-ironsworn-oracle-combat ()
"Return combat response combined from three combat tables."
(interactive)
(let ((action (rpgdm-tables-choose "combat/action"))
(method (rpgdm-tables-choose "combat/event-method"))
(target (rpgdm-tables-choose "combat/event-target")))
(rpgdm-message "%s %s or %s" method target action)))
(puthash "combat" 'rpgdm-ironsworn-oracle-combat rpgdm-tables)
Feature
This function combines the aspect and focus of a feature, for instance:
- Mystical / Message … could it be an iron pillar with runes?
- Unusual / Refuge … could it be a friendly barge passing by?
- Foul / Opening … could it be a crack in the ground spewing sulfur odors?
(defun rpgdm-ironsworn-oracle-feature ()
"Roll on two tables at one time for a Site's feature."
(interactive)
(let ((aspect (rpgdm-tables-choose "feature/aspect"))
(focus (rpgdm-tables-choose "feature/focus")))
(rpgdm-message "%s / %s" aspect focus)))
(puthash "feature-aspect-and-focus :: Roll on both feature tables"
'rpgdm-ironsworn-oracle-feature rpgdm-tables)
And a Waypoint is similar:
(defun rpgdm-ironsworn-oracle-waypoint ()
"Roll on two tables at one time for a Site's feature."
(interactive)
(let ((location (rpgdm-tables-choose "location"))
(description (rpgdm-tables-choose "location-descriptors")))
(rpgdm-message "%s %s" description (downcase location))))
(puthash "location-and-descriptor :: Roll on two tables for a waypoint"
'rpgdm-ironsworn-oracle-waypoint rpgdm-tables)
Threat
Generate a random threat and its motivations by coding the threat, but using the many threats available:
(defvar rpgdm-ironsworn-oracle-threats '("Burgeoning Conflict" "Ravaging Horde"
"Cursed Site" "Malignant Plague"
"Scheming Leader" "Zealous Cult"
"Environmental Calamity" "Power-Hungry Mystic"
"Rampaging Creature")
"A list of threats that correspond to tables.")
(defun rpgdm-ironsworn-oracle-threat-goal (&optional category)
"Given a CATEGORY, display a threat goal."
(interactive (list (completing-read "Threat: " rpgdm-ironsworn-oracle-threats)))
(unless category
(setq category (seq-random-elt rpgdm-ironsworn-oracle-threats)))
(let ((table-name (format "threat/%s" (downcase (string-replace " " "-" category)))))
(rpgdm-message "%s: %s" category (rpgdm-tables-choose table-name))))
(puthash "threat-goal :: Generate a goal for a particular threat"
'rpgdm-ironsworn-oracle-threat-goal rpgdm-tables)
And we can have a random threat:
(rpgdm-ironsworn-oracle-threat-goal)
Ironsworn Interface
Ironsworn introduces a simplified flip-a-coin oracle, that might be nice to integrate.
(defun rpgdm-ironsworn-oracle ()
"Given a LIKLIHOOD as a single character, return weighted coin flip."
(interactive)
(let* ((prompt "What are the odds?
c) Almost Certain l) Likely h) 50/50 u) Unlikely n) Small Chance ")
(odds (read-char prompt))
(roll (rpgdm--roll-die 100))
(yes! (when (or (and (= roll 11) (eq odds ?c))
(and (= roll 26) (eq odds ?l))
(and (= roll 51) (eq odds ?h))
(and (= roll 76) (eq odds ?u))
(and (= roll 91) (eq odds ?n)))
t))
(yes (when (or (and (> roll 11) (eq odds ?c))
(and (> roll 26) (eq odds ?l))
(and (> roll 51) (eq odds ?h))
(and (> roll 76) (eq odds ?u))
(and (> roll 91) (eq odds ?n)))
t)))
(rpgdm-message "%s %s %s"
(if yes! "Extreme" "")
(if yes "Yes" "No")
(if yes! "or a twist." ""))))
Most tables and charts in the books require rolling a percentile die, so lets create helper functions to call the rpgdm-roll function (which takes a dice string expression, and returns a random number that matches it):
(defun rpgdm-roll-d6 ()
"Roll and display a six-sided die roll."
(interactive)
(rpgdm-roll "d6"))
(defun rpgdm-roll-d10 ()
"Roll and display a ten-sided die roll."
(interactive)
(rpgdm-roll "d10"))
(defun rpgdm-roll-d100 ()
"Roll and display a percentage die roll."
(interactive)
(rpgdm-roll "d100"))
While the move interface puts the details of the move in the m
register, I figured a function on the Hydra would be easier:
(defun rpgdm-ironsworn-paste-last-move ()
"Insert the contents of the `m' register, which should have last move."
(interactive)
(insert "\n" (get-register ?m)))
Can a Hydra call a hydra? Let's more all the special oracle and progress functions to sub-hydras:
(defhydra hydra-rpgdm-oracles (:color blue)
"Oracles"
("a" rpgdm-ironsworn-oracle-action-theme "Action/Theme")
("c" rpgdm-ironsworn-oracle-combat "Combat")
("f" rpgdm-ironsworn-oracle-feature "Feature")
("n" rpgdm-ironsworn-oracle-npc "NPC")
("p" rpgdm-ironsworn-oracle-site-name "Site Name")
("s" rpgdm-ironsworn-oracle-site-nature "Site Nature")
("t" rpgdm-ironsworn-oracle-threat-goal "Threat's Goal"))
(defhydra hydra-rpgdm-delve (:color blue)
"Delve site actions"
("n" rpgdm-ironsworn-discover-a-site "discover a site")
("w" rpgdm-ironsworn-delve-the-depths-weak "weak hit table")
("d" rpgdm-ironsworn-reveal-a-danger "reveal a danger")
("m" rpgdm-ironsworn-progress-mark "mark progress")
("p" rpgdm-ironsworn-progress-amount "show progress")
("x" rpgdm-ironsworn-progress-delete "delete")
("r" rpgdm-ironsworn-progress-roll "escape the depths"))
(defhydra hydra-rpgdm-progress (:color blue)
"Progress Tracks"
("n" rpgdm-ironsworn-progress-create "new")
("m" rpgdm-ironsworn-progress-mark "mark")
("p" rpgdm-ironsworn-progress-amount "show")
("x" rpgdm-ironsworn-progress-delete "delete")
("r" rpgdm-ironsworn-progress-roll "roll"))
(defhydra hydra-rpgdm-assets (:color blue)
"Progress Tracks"
("A" rpgdm-ironsworn-insert-character-asset "insert new asset")
("a" rpgdm-ironsworn-asset-stat-adjust "adjust asset stat")
("n" rpgdm-ironsworn-asset-stat-create "new asset stat")
("s" rpgdm-ironsworn-asset-stat-show "show asset stat")
("r" rpgdm-ironsworn-asset-stat-roll "roll asset as modifier")
("v" rpgdm-ironsworn-show-character-asset "view asset"))
I'd like to repurpose the RPGDM Hydra to be more specific to Ironsworn, so this has both the instructions on how to use it and the key-to-function mapping. A pattern I would like to follow is that a uppercase letters indicate altering something.
I would also like pairings where lowercase p
rolls against Supply, but a P
changes the Supply. If this is the case, then I need to come up with that pattern:
- e
- Edge
- i
- Iron
- r
- Heart
- w
- Wits
- h
- Shadow
- l/L
- health
- s/S
- Supply
- t/T
- Spirit
- M
- Momentum … no progress roll here
But we roll some of these more than others, especially since "moves" does most of the work.
(defhydra hydra-rpgdm (:color pink :hint nil)
"
^Dice^ 0=d100 1=d10 6=d6 ^Roll/Adjust^ ^Oracles/Tables^ ^Moving/Editing^ ^Messages^
------------------------------------------------------------------------------------------------------------------------------
_D_: Roll Dice _h_: Roll Shadow _l_/_L_: Health _z_/_Z_: Yes/No Oracle _o_: Links _A_: Show Stats
_e_: Roll Edge _w_: Roll Wits _t_/_T_: Spirit _c_/_C_: Show Oracle _J_/_K_: Page up/dn ⌘-l: Last Results
_r_: Roll Heart _p_/_a_: Progress/Assets _s_/_S_: Supply _O_: Load Oracles _N_/_W_: Narrow/Widen ⌘-k: ↑ Previous
_i_: Roll Iron _m_: Make Move _M_: Momentum _d_: Delve Actions _y_/_Y_: Yank/Move ⌘-j: ↓ Next "
("D" rpgdm-ironsworn-roll)
("z" rpgdm-ironsworn-oracle) ("Z" rpgdm-yes-and-50/50)
("e" rpgdm-ironsworn-roll-edge)
("r" rpgdm-ironsworn-roll-heart)
("i" rpgdm-ironsworn-roll-iron)
("h" rpgdm-ironsworn-roll-shadow)
("w" rpgdm-ironsworn-roll-wits)
("m" rpgdm-ironsworn-make-move :color pink)
("l" rpgdm-ironsworn-roll-health)
("L" rpgdm-ironsworn-adjust-health :color pink)
("t" rpgdm-ironsworn-roll-spirit)
("T" rpgdm-ironsworn-adjust-spirit :color pink)
("s" rpgdm-ironsworn-roll-supply)
("S" rpgdm-ironsworn-adjust-supply :color pink)
("M" rpgdm-ironsworn-adjust-momentum :color pink)
("O" rpgdm-tables-load) ("c" rpgdm-tables-choose) ("C" rpgdm-tables-choose :color pink)
("d" hydra-rpgdm-delve/body :color blue)
("p" hydra-rpgdm-progress/body :color blue)
("a" hydra-rpgdm-assets/body :color blue)
("o" ace-link) ("N" org-narrow-to-subtree) ("W" widen)
("K" scroll-down :color pink) ("J" scroll-up :color pink)
("y" rpgdm-paste-last-message) ("Y" rpgdm-ironsworn-paste-last-move)
("A" rpgdm-ironsworn-character-display)
("C-m" rpgdm-last-results :color pink)
("C-n" rpgdm-last-results-next :color pink)
("C-p" rpgdm-last-results-previous :color pink)
("s-l" rpgdm-last-results :color pink)
("s-j" rpgdm-last-results-next :color pink)
("s-k" rpgdm-last-results-previous :color pink)
("0" rpgdm-roll-d100 :color pink)
("1" rpgdm-roll-d10 :color pink)
("6" rpgdm-roll-d6 :color pink)
("RET" evil-open-below :color blue)
("q" nil "quit") ("<f6>" nil))
Org Interface
Seems that it would be nice to cache all the player information in an org file. That way, it is editable, but also, we could tuck the data away in property drawers, where a value, like Supply or Health, could change from section to section.
Couple of patterns:
- We store all data as org properties that begin with
:IRONSWORN-xyz
- A property in a top level will be overwritten by the same property in a lower level header, this allows a default value at the top, and then specifics lower down.
- We set progress, on the other hand, only once in the file, and update it
- Choosing progress to mark will only be available by walking "up" the tree, as we view progress in sibling trees as completed.
Store Character State
I may make a distinction between different types of character stats, as some, like the “Iron” attribute is a stat a character always has, and doesn’t change. Others, like “health” changes, but never really goes away. Still others, my be temporary, and only needing to be accessible for part of an document and would go away when we create a new heading at the same level.
To make a temporary stat, we set its values in the current document tree using org-set-property, and the function rpgdm-ironsworn-store-character-temp-state
its function.
(defun rpgdm-ironsworn-store-character-temp-state (stat value)
"Store the VALUE of a character's STAT in the current org tree property.
Note that STAT should be a symbol, like `supply' and VALUE should be a
number, but doesn't have to be."
(let ((prop (format "ironsworn-%s" (symbol-name stat))))
(when (numberp value)
(setq value (number-to-string value)))
(org-set-property prop value)))
But since most character stats do not simply go away but are constantly in flux, and these need to be stored at the top-most level of the org file, so the function, rpgdm-ironsworn-store-character-state
, walks up the heading tree until it reaches the top.
(defun rpgdm-ironsworn-store-character-state (stat value)
"Store the VALUE of a character's STAT in the top-level org tree property.
Note that STAT should be a symbol, like `supply' and VALUE should be a
number, but doesn't have to be."
(save-excursion
(org-top-heading)
(rpgdm-ironsworn-store-character-temp-state stat value)))
Attributes (stats that never change) are actually stored just like any other stat (at least, at the moment), so this “default” function name is an alias for the normal process of storing state:
(defalias 'rpgdm-ironsworn-store-default-character-state
'rpgdm-ironsworn-store-character-state)
Property Key Conversions and Predicates
Loading state means looking at properties, and we distinguish Ironsworn-specific with a few functions:
(defun rpgdm-ironsworn--property-p (prop)
"Given a symbol PROP, return non-nil if it is an ironsworn keyword.
Specifically, does it begin with `:IRONSWORN-'"
(let ((p (symbol-name prop)))
(string-match (rx bos ":IRONSWORN-") p)))
(defun rpgdm-ironsworn--progress-p (prop)
"Given a symbol PROP, return non-nil if it is an ironsworn progress keyword.
Specifically, does it begin with `:IRONSWORN-PROGRESS'"
(let ((p (symbol-name prop)))
(string-match (rx bos ":IRONSWORN-PROGRESS-") p)))
Note: We may set the property in lowercase, but the symbol always comes back in uppercase.
Since we store both normal and progress props together, we need to distinguish between the two symbols:
(defun rpgdm-ironsworn--short-progress-p (prop)
"Return non-nil if symbol, PROP, begins with progress."
(let ((p (symbol-name prop)))
(s-starts-with-p "progress-" p)))
We also need a property-symbol to string conversion. I don't know if the string should be downcase-d or not, but why not?
(defun rpgdm-ironsworn--progress-to-str (prop)
"Convert a progress symbol, PROP to a string."
(downcase (substring (symbol-name prop) 1)))
A test is always explanatory for how this function should behave:
(ert-deftest rpgdm-ironsworn--progress-to-str-test ()
(should (equal (rpgdm-ironsworn--progress-to-str :IRONSWORN-PROGRESS-EPIC)
"ironsworn-progress-epic")))
Why do we need it? Well, when we will want this when we re-set the property.
Locating the Properties
As I've mentioned before, the code needs to walk "up" an Org Tree looking for properties. The crux is using the internal org-element–get-node-properties function, which returns a property list iff the point is on a header.
So the general idea is:
- Move to the previous header
- Collect the properties
- Move up to that header's parent
- Collect its properties, etc.
- Stop if the point is at the top-level header
Since we need to know if we are at the top-level, we could have a function, org-heading-level
that returns 1
if we are at the top-level, and 0
if we aren't at any level:
(defun org-heading-level ()
"Return heading level of the element at the point.
Return 0 if not at a heading, or above first headline."
(if-let ((level-str (org-element-property :level (org-element-at-point))))
level-str
0))
Since org-up-element’s behavior has changed, and outline-up-heading doesn’t go to the next heading if it is already on a heading, we need to make a little helper:
(defun org-up-heading ()
"Move the point to next parent heading, unless already at the top-level."
(interactive)
(cl-case (org-heading-level)
(0 (org-previous-visible-heading 1))
(1 nil)
(t (outline-up-heading 1))))
And a function to move the point to the top-most heading (where we store the character’s details:
(defun org-top-heading ()
"Move the point to the top-most heading in the org document.
Note that this is based on the current point position."
(interactive)
(org-up-heading)
(while (> (org-heading-level) 1)
(org-up-heading)))
Enough chit-chat, let's write this function. While we are at it, let's convert the property symbols into short symbols, e.g. :IRONSWORN-SHADOW
should just be shadow
, and number values should be numeric:
(defun rpgdm-ironsworn--current-character-state (results)
"Recursive helper to insert current header properties in RESULTS.
Calls itself if it is not looking at the top level header in the
file. If a property is already in the hash table, RESULTS, it is
not overwritten, thereby having lower-level subtrees take
precendence over similar settings in higher headers."
(defun key-convert (ironsworn-prop)
(make-symbol (downcase (substring (symbol-name ironsworn-prop) 11))))
(defun value-convert (value)
(if (string-match (rx bos (one-or-more digit) eos) value)
(string-to-number value)
value))
(let ((props (org-element--get-node-properties)))
(cl-loop for (k v) on props by (function cddr) do
;; If key is ironsworn property, but isn't in the table...
(when (rpgdm-ironsworn--property-p k)
(let ((key (key-convert k))
(val (value-convert v)))
(unless (gethash key results)
(puthash key val results)))))
(unless (= (org-heading-level) 1)
(org-up-heading)
(rpgdm-ironsworn--current-character-state results))))
(defun rpgdm-ironsworn-current-character-state ()
"Return all set properties based on cursor position in org doc.
Note that values in sibling trees are ignored, and settings in
lower levels of the tree headings take precedence."
(save-excursion
(let ((results (make-hash-table :test 'str-or-keys)))
(unless (org-at-heading-p)
(org-up-heading))
;; Put the lowest heading title in the results hashtable:
(puthash 'title (thread-first
(org-element-at-point)
(second)
(plist-get :raw-value))
results)
(rpgdm-ironsworn--current-character-state results)
results)))
Reading Progress Tracks from Org Files
A progress track looks like this:
:ironsworn-progress-bonds: "Character Bonds" 1 2
Where the property, ironsworn-progress-ID
ends with a unique ID (more on that later). The value is a three-part list of a name, the number of ticks implied by "marking progress", e.g Epic in 1 tick, where bothersome is 12 ticks. The final element is the amount of progress from 0 to 40.
Org can return the value, but breaking it up requires a regular expression:
(defun rpgdm-ironsworn--progress-values (value)
"Parse a string VALUE returning a list of parts.
This includes the initial name, the number of ticks to mark,
and the current progress of the track."
(let ((regxp (rx "\""
(group (one-or-more (not "\"")))
"\"" (one-or-more space)
(group (one-or-more digit))
(one-or-more space)
(group (one-or-more digit)))))
(when (string-match regxp value)
(list (match-string 1 value)
(string-to-number (match-string 2 value))
(string-to-number (match-string 3 value))))))
(rx (syntax character-quote))
Using the rpgdm-ironsworn-current-character-state
function to return all properties in the org file, we can filter our all the progress tracks, and then return a list of the parsed values:
(defun rpgdm-ironsworn-character-progresses ()
"Return a list where each element is progress track list.
Each sublist has three values, a name, the ticks to mark,
and the current progress of the track."
(let ((state (rpgdm-ironsworn-current-character-state)))
(thread-last state
(hash-table-keys)
(-filter #'rpgdm-ironsworn--short-progress-p)
(--map (gethash it state))
(-map #'rpgdm-ironsworn--progress-values))))
The function works fine for completing-read, as it accepts a list of lists:
(completing-read "Progress: " (rpgdm-ironsworn-character-progresses))
Unlike the rpgdm-ironsworn-store-character-state
function, we want up update the location in the org file where a progress track is defined and stored.
I like the recursive notion of walking higher in the org file using org-up-heading, however, having a function use both Common Lisp's loop as well as the Clojure-inspired -let* really shows the fusion that Emacs has become:
(defun rpgdm-ironsworn--mark-progress-track (str)
"Given a progress track's name, STR, update its progress mark."
(let ((props (org-element--get-node-properties)))
(cl-loop for (k v) on props by (function cddr) do
(when (rpgdm-ironsworn--progress-p k)
(-let* (((label level progress) (rpgdm-ironsworn--progress-values v)))
(when (equal str label)
(org-set-property (rpgdm-ironsworn--progress-to-str k)
(format "\"%s\" %d %d"
label level (+ level progress)))
(cl-return))))))
;; Did not find a match at this level, let's pop up one and try again:
(unless (= (org-heading-level) 1)
(org-up-heading)
(rpgdm-ironsworn--mark-progress-track str)))
And since we move the cursor, we need to save-excursion, and we'll make this the interactive
one:
(defun rpgdm-ironsworn-mark-progress-track (label)
"Given a progress track's name, LABEL, update its progress mark."
(interactive (list (completing-read "Progress: " (rpgdm-ironsworn--progresses))))
(save-excursion
(rpgdm-ironsworn--mark-progress-track label)))
Summary
Funny that I wrote the code here before even playing the game. Hope I like playing it as much as hacking this out.
(provide 'rpgdm-ironsworn)
;;; rpgdm-ironsworn.el ends here