emacs-ironsworn/README.org
Howard Abrams cf416e37f1 The first real commit for this project
The project seems to be functional, as well as fully descriptive.
Still not sure if any one will be keen to try using it.
2022-02-05 23:18:18 -08:00

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#+TITLE: Ironsworn RPG Help System
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@gmail.com
#+DATE: 2021-12-21 December
#+TAGS: rpg
#+PROPERTY: header-args:sh :tangle no
#+PROPERTY: header-args:emacs-lisp :tangle emacs-ironsworn.el
#+PROPERTY: header-args :results none :eval no-export :comments no
#+OPTIONS: num:nil toc:nil todo:nil tasks:nil tags:nil date:nil
#+OPTIONS: skip:nil author:nil email:nil creator:nil timestamp:nil
#+INFOJS_OPT: view:nil toc:nil ltoc:t mouse:underline buttons:0 path:http://orgmode.org/org-info.js
While my original goal for creating my [[https://gitlab.com/howardabrams/emacs-rpgdm][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? ~F12 c name~ ... What's the weather like? ~F12 c weather~ (and with completing helpers like [[https://github.com/raxod502/selectrum][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 [[https://www.dicebreaker.com/categories/roleplaying-game/how-to/how-to-play-tabletop-rpgs-by-yourself][solo rpg options]] and discovered [[https://www.ironswornrpg.com/][Ironsworn RPG]]. The bulk of the game is its /moves/ and its /oracles/ (random tables for /everything/). I easily copied sections of the [[https://docs.google.com/document/d/11ypqt6GfLuBhGDJuBGWKlHa-Ru48Tf3G_6zbrYKmXgY/edit#heading=h.xl9vk0d7wwn3][SRD]] into org files, [[file:tables][tables]].
After listening to the author, [[https://twitter.com/ShawnTomkin][Shawn Tomkin]], play the game in his podcast, [[https://ironsworn.podbean.com/][Ask the Oracle]], he used [[https://roll20.net][Roll20]]. The [[https://wiki.roll20.net/Ironsworn][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 [[https://www.ironswornrpg.com/products-ironsworn][solo play]] may be ideal.
* Getting Started
Neither this, nor the [[https://gitlab.com/howardabrams/emacs-rpgdm][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=:
#+BEGIN_SRC emacs-lisp
(add-to-list 'load-path "~/other/emacs-rpgdm")
(add-to-list 'load-path "~/other/emacs-ironsworn")
#+END_SRC
Or better yet, use something like [[https://github.com/raxod502/straight.el][straight]]:
#+BEGIN_SRC emacs-lisp :tangle no
(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"))
#+END_SRC
Next, create an org file, and either turn on the =rpgdm-mode= (minor mode), or simply define a globally accessible shortcut:
#+BEGIN_SRC emacs-lisp :tangle no
(global-set-key (kbd "<f12>") 'hydra-rpgdm/body)
#+END_SRC
What I do, is add the following "code" somewhere in my Ironsworn-specific org files:
#+BEGIN_SRC org :tangle no
# Local Variables:
# eval: (progn (require 'rpgdm-ironsworn) (rpgdm-mode) (rpgdm-tables-load "ironsworn"))
# End:
#+END_SRC
Finally, define your character. While I describe the details later, hit ~M-x~ and 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 ~F12~) to bring up the Hydra of commands:
#+ATTR_HTML: :width 1100px
[[file:images/ui-screenshot.png]]
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~ and ~6~ 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~, ~h~, ~i~, ~s~, and ~w~ roll against your character's /edge/, /heart/, /iron/, /shadow/ and /wits/ respectively.
- ~p~ allows you to create a new progress track, or mark progress against it. It has its own submenu:
#+ATTR_HTML: :width 800px
[[file:images/ui-progress.png]]
- ~m~ lets you choose a move, display the details, and lets you roll against it.
#+ATTR_HTML: :width 400px
[[file:images/list-of-moves.png]]
- ~H~, ~S~, ~G~, and ~M~ let you change those stats about your character
- ~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 moor is haunted?"
- ~c~ displays a list of random tables to roll against:
#+ATTR_HTML: :width 400px
[[file:images/list-of-tables.png]]
- Ironsworn expects you to roll many of the tables /in tandem/, so the ~O~ shows a list of these, for instance:
#+ATTR_HTML: :width 1200px
[[file:images/ui-oracles.png]]
- ~o~ calls =ace-link= to jump around org links
- ~J~ / ~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~ (or ~F12~) 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.
** 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:
#+BEGIN_EXAMPLE
,* The Adventures of Bred
:PROPERTIES:
:ironsworn-edge: 2
:ironsworn-heart: 1
:ironsworn-iron: 1
:ironsworn-shadow: 2
:ironsworn-wits: 3
:END:
#+END_EXAMPLE
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=.
#+BEGIN_EXAMPLE
,* 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).
#+END_EXAMPLE
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:
#+BEGIN_EXAMPLE
,:PROPERTIES:
,:ironsworn-progress-b5f243e0: "Battle with Monstrosity" 8 16
,:ironsworn-health: 3
,:ironsworn-momentum: 3
,:END:
#+END_EXAMPLE
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 [[https://gitlab.com/howardabrams/emacs-rpgdm][rpgdm project]] cloned in the =load-path= variable so that we can load it simply by calling:
#+BEGIN_SRC emacs-lisp
(require 'rpgdm)
#+END_SRC
We also need the name of the directory for this project, so that we can load tables and other documentation.
#+BEGIN_SRC emacs-lisp
(defvar rpgdm-ironsworn-project (file-name-directory load-file-name)
"The root directory to the emacs-ironsworn project")
#+END_SRC
** 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 numbers, so we can display those too. 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:
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn--results (action modifier one-challenge two-challenge)
(let* ((action-results (+ action modifier))
(str-results (cond
((and (> action-results one-challenge) (> action-results two-challenge))
(propertize "Strong hit" 'face '(:foreground "green")))
((or (> action-results one-challenge) (> action-results two-challenge))
(propertize "Weak hit" 'face '(:foreground "yellow")))
(t (propertize "Miss" 'face '(:foreground "red")))))
(matched-msg (if (= one-challenge two-challenge)
(propertize " ← Create a Twist" 'face '(:foreground "orange"))
"")))
(format "%s %s %d %s%d %s %d%s %s %d %s %d %s" str-results
(propertize "::" 'face '(:foreground "#888"))
(+ action modifier)
(propertize "(" 'face '(:foreground "#888"))
action
(propertize "+" 'face '(:foreground "#888"))
modifier
(propertize ")" 'face '(:foreground "#888"))
(propertize "" 'face '(:foreground "light blue"))
one-challenge
(propertize "/" 'face '(:foreground "#888"))
two-challenge matched-msg)))
#+END_SRC
So the following messages, given various /rolls/ should cover those possibilities with text properties:
#+BEGIN_SRC emacs-lisp :tangle no
(rpgdm-ironsworn--results 3 2 4 1) ; "Strong hit :: 5 (3 + 2) → 4 / 1"
(rpgdm-ironsworn--results 3 2 8 1) ; "Weak hit :: 5 (3 + 2) → 8 / 1"
(rpgdm-ironsworn--results 3 2 8 6) ; "Miss :: 5 (3 + 2) → 8 / 6"
(rpgdm-ironsworn--results 3 2 6 6) ; "Miss :: 5 (3 + 2) → 6 / 6 ← Create a Twist"
#+END_SRC
The basic interface will query for a modifer, roll all three dice, and then display the results using the [[https://gitlab.com/howardabrams/emacs-rpgdm/-/blob/main/rpgdm.el#L76][rpgdm-message]] function:
#+BEGIN_SRC emacs-lisp :results silent
(defun rpgdm-ironsworn-roll (modifier)
"Display a Hit/Miss message based on comparing a d6 action
roll (added to MODIFIER) vs. two d10 challenge dice."
(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))))
#+END_SRC
** 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 [[*Org Interface][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.
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn-new-character ()
"Interactively query the user for a new character's attribute.
This function _appends_ this information to the current buffer,
which should be using the `org-mode' major mode."
(interactive)
(let ((name (read-string "What is the new character's name? "))
(frmt (seq-random-elt '("* The Adventures of %s"
"* The Journeys of %s"
"* %s, an Epic Saga"
"* The Epic of %s"
"* Travels of %s"))))
(when (s-blank? name)
(setq name (rpgdm-tables-choose "names-ironlander")))
(goto-char (point-max))
(insert "# Local Variables:
# eval: (progn (require 'rpgdm-ironsworn) (rpgdm-mode) (rpgdm-tables-load (concat rpgdm-ironsworn-project \"tables\")))
# End:
")
(insert (format frmt name))
(dolist (stat '(edge heart iron shadow wits))
(rpgdm-ironsworn-store-character-state stat
(read-string (format "What is %s's %s stat: " name stat))))
(dolist (stat '(health spirit supply))
(rpgdm-ironsworn-store-character-state stat 5))
(rpgdm-ironsworn-store-character-state 'momentum 2)
(rpgdm-ironsworn-progress-create "Bonds" 1)
(rpgdm-ironsworn-progress-create (read-string "What title should we give this new character's Epic vow? ") 1)
(message "Alright, the template for %s is complete. Edit away!" name)))
#+END_SRC
*** 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:
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn--display-stat (stat character)
(let* ((value (gethash stat character))
(s-val (number-to-string value))
(color (cond
((< value 1) "red")
((< value 3) "orange")
((< value 4) "yellow")
(t "green"))))
(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"
(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))))
#+END_SRC
*** 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:
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn-to-string (a)
"Return a lowercase string from either 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))))
#+END_SRC
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=:
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn-character-stat (stat &optional character)
"Return integer value associated with a character's STAT."
(when (null character)
(setq character (rpgdm-ironsworn-current-character-state)))
(gethash stat character 1))
#+END_SRC
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):
#+BEGIN_SRC emacs-lisp :tangle no :results silent
(rpgdm-ironsworn-character-stat 'wits)
(rpgdm-ironsworn-character-stat "wits")
(rpgdm-ironsworn-character-stat "Wits")
(rpgdm-ironsworn-character-stat :wits)
#+END_SRC
*** Adjusting Character Stats
We need to modify /some/ of the stored values, like =health= and =supply=:
#+BEGIN_SRC emacs-lisp :results silent
(defun rpgdm-ironsworn-adjust-stat (stat adj &optional default)
"Increase or decrease the current character's STAT by ADJ."
(let ((value (+ (gethash stat rpgdm-ironsworn-character default) adj)))
;; TODO: Delete this hash bidness
(puthash stat value rpgdm-ironsworn-character)
(rpgdm-ironsworn-store-character-state stat value)))
(defun rpgdm-ironsworn-adjust-health (health-adj)
"Increase or decrease the current character's health by HEALTH-ADJ."
(interactive "nHealth Adjustment: ")
(rpgdm-ironsworn-adjust-stat 'health health-adj 5))
(defun rpgdm-ironsworn-adjust-spirit (spirit-adj)
"Increase or decrease the current character's spirit by SPIRIT-ADJ."
(interactive "nSpirit Adjustment: ")
(rpgdm-ironsworn-adjust-stat 'spirit spirit-adj 5))
(defun rpgdm-ironsworn-adjust-supply (supply-adj)
"Increase or decrease the current character's supply by SUPPLY-ADJ."
(interactive "nSupply Adjustment: ")
(rpgdm-ironsworn-adjust-stat 'supply supply-adj 5))
(defun rpgdm-ironsworn-adjust-momentum (momentum-adj)
"Increase or decrease the current character's momentum by MOMENTUM-ADJ."
(interactive "nMomentum Adjustment: ")
(rpgdm-ironsworn-adjust-stat 'momentum momentum-adj 2))
#+END_SRC
** Roll against Character Stats
Which allows us to create character stat-specific rolling functions:
#+BEGIN_SRC emacs-lisp
(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))))
(rpgdm-ironsworn-roll all-mods)))
#+END_SRC
And we could have a function for each:
#+BEGIN_SRC emacs-lisp :results silent
(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))
#+END_SRC
** Moves
The [[file:moves][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.
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn--move-tuple (file)
(let* ((regx (rx "moves/"
(group (one-or-more (not "/")))
"/"
(group (one-or-more (not ".")))
".org" eol))
(mtch (string-match regx file))
(type (match-string 1 file))
(name (thread-last (match-string 2 file)
(s-replace-regexp "-" " ")
(s-titleize))))
(list (format "%s:: %s" type name) file)))
#+END_SRC
And let's verify the format:
#+BEGIN_SRC emacs-lisp :tangle no
(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)))))
#+END_SRC
Once I read the list of moves, I want to /cache/ it, using a poor-person's /memoize/ feature:
#+BEGIN_SRC emacs-lisp
(defvar rpgdm-ironsworn-moves () "A list of tuples of the move and the file containing its goodness.")
#+END_SRC
Oh, one issue... how do I know where the data files for the moves are?
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn-moves ()
"Return a list containing available moves, and the filename containing
the moves 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
(concat rpgdm-ironsworn-project "moves")
".*\.org$"))))
rpgdm-ironsworn-moves)
#+END_SRC
Choosing a move comes from using the =completing-read= along with a /list/ of all moves, like this:
#+BEGIN_SRC emacs-lisp :tangle no :results value
(completing-read "Move: " (rpgdm-ironsworn-moves))
#+END_SRC
We'll wrap that in a function to let the user choose a nicely formatted move, but return the file containing the move.
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn-choose-move ()
(let* ((move (completing-read "Move: " (rpgdm-ironsworn-moves)))
(tuple (assoc move (rpgdm-ironsworn-moves))))
(cadr tuple)))
#+END_SRC
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:
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn--store-move (title results)
"Store the results in a `m' register. It should also include
the name of the move, based on the current file."
(set-register ?m (format "# %s ... %s " title results)))
#+END_SRC
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:
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn-make-move (move-file)
"Make an Ironsworn move by loading MOVE-FILE, and optionally querying 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))))
#+END_SRC
The =rpgdm-ironsworn--make-move= call does something based on the properties stored in the file:
- If nil, do nothing
- If single stat that is =progress=, call =rpgdm-ironsworn-progress-roll=
- If single stat, call =rpgdm-ironsworn-roll-stat= with that stat as a symbol, e.g. ='wits=
- If first entry is =>=, call =rpgdm-ironsworn-roll-stat= with the largest of the listed character's stats
- If first entry is =<=, call =rpgdm-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=:
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn--make-move (move-props)
"Query user for rolls based on the 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 "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)))
#+END_SRC
** 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:
#+BEGIN_SRC emacs-lisp
(defvar rpgdm-ironsworn-progress-levels '(("Troublesome" . 12)
("Dangerous" . 8) ("Formidable" . 4)
("Extreme" . 2) ("Epic" . 1))
"The five levels of progression for an Ironsworn progress track.")
#+END_SRC
Given a label, can we get the level as a value:
#+BEGIN_SRC emacs-lisp
(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))
#+END_SRC
Since we'll store only the numbers, we might want to get back the label:
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn-progress-level-label (level)
"Return the label associated with the progress LEVEL, e.g. dangerous."
(car (rassoc level rpgdm-ironsworn-progress-levels)))
#+END_SRC
A helper function for allowing the user to choose which track to mark progress against:
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn-progress-track-choose (&optional allow-other)
"Query the user for a particular stored track. 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)))
#+END_SRC
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=:
#+BEGIN_SRC emacs-lisp
(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 "Progress Level: "
rpgdm-ironsworn-progress-levels)))
(let* ((level-value (rpgdm-ironsworn-progress-level level))
(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-value 0)))
(org-set-property track-prop track-val)))
#+END_SRC
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.
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn-progress-mark (name &optional times)
"Mark progress against a track, NAME. 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)))
#+END_SRC
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:
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn-progress-amount (name)
"Display the progress made against a track, NAME."
(interactive (list (rpgdm-ironsworn-progress-track-choose)))
(let* ((tracks (rpgdm-ironsworn-character-progresses))
(matched (--filter (equal name (first it)) tracks))
(track (first matched))
(value (second track))
(level (rpgdm-ironsworn-progress-level-label value))
(ticks (third track))
(boxes (/ ticks 4)))
(if (called-interactively-p 'any)
(rpgdm-message "[%d] Progress on %s: %d (Ticks: %d)" level name boxes ticks)
boxes)))
#+END_SRC
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:
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn-progress-roll (progress-value)
"Display a Hit/Miss message based on comparing the PROGRESS-VALUE
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))))
#+END_SRC
When we've finished a track, we can remove it from the hash to not clutter the interace:
#+BEGIN_SRC emacs-lisp
(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))))
#+END_SRC
Let's make sure these function work as we expect:
#+BEGIN_SRC emacs-lisp :tangle no
(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))))
#+END_SRC
** Oracles
Shawn Tompkin has created some useful oracles (random tables) to consult. He designed many of the tables to work together, for instance, you should roll on both the [[file:tables/actions.org][actions]] and [[file:tables/themes.org][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 [[file:tables/actions.org][actions]] and [[file:tables/themes.org][themes]] tables.
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn-oracle-action-theme ()
"Rolls on two tables at one time."
(interactive)
(let ((action (rpgdm-tables-choose "actions"))
(theme (rpgdm-tables-choose "themes")))
(rpgdm-message "%s / %s" action theme)))
#+END_SRC
*** Character
This function display a single entry of all the character-specific tables, including, a [[file:tables/names-ironlander.org][name]], their [[file:tables/character-role.org][role]] and [[file:tables/character-activity.org][current activity]], a [[file:tables/character-descriptor.org][one-word description]], as well as more hidden aspects, like the character's [[file:tables/character-goal.org][goal]] and [[file:tables/character-disposition.org][disposition]].
#+BEGIN_SRC emacs-lisp
(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 "names-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)))
#+END_SRC
*** Combat Action
The [[file:tables/combat-action.org][combat action]] table isn't often tactical, and I prefer combining the [[file:tables/combat-event-method.org][method]] and [[file:tables/combat-event-target.org][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.
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn-oracle-combat ()
(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)))
#+END_SRC
*** Feature
This function combines the [[file:tables/feature-aspect.org][aspect]] and [[file:tables/feature-focus.org][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?
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn-oracle-feature ()
"Rolls 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)))
#+END_SRC
*** Site Nature
In the Ironsworn Delve expansion, you can randomly choose a /dangerous place/, for instance:
- Ravaged Shadowfen :: Mire of Shrouded Silence
- Haunted Barrow :: Grave of Radeks Shadow
- Infested Barrow :: Selpulcher of Wasted Bone
Notice we also generate a name for the place.
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn-oracle-site-nature ()
"Rolls on two tables at one time for a random Site."
(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)))
#+END_SRC
*** Site Name
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 the tables in the =ironsworn= directory.
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn-oracle-site-name (&optional place-type)
"Rolling on multiple tables to return a random site name."
(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" 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))))))
#+END_SRC
So, let's generate some random place names:
#+BEGIN_SRC emacs-lisp :tangle no
(rpgdm-ironsworn-oracle-site-name "barrow") ; "Tomb of Storms"
(rpgdm-ironsworn-oracle-site-name "cavern") ; "Lair of Khulans Truth"
(rpgdm-ironsworn-oracle-site-name "icereach") ; "Barrens of Erisias 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 Khulans 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"
#+END_SRC
*** Threat
Generate a random threat and its motivations by coding the threat, but using the many [[file:tables/threat-category.org][threats]] available:
#+BEGIN_SRC emacs-lisp
(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))))
#+END_SRC
And we can have a random threat:
#+BEGIN_SRC emacs-lisp :tangle no
(rpgdm-ironsworn-oracle-threat-goal)
#+END_SRC
** Ironsworn Interface
Ironsworn introduces a simplified /flip-a-coin/ oracle, that might be nice to integrate.
#+BEGIN_SRC emacs-lisp
(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." ""))))
#+END_SRC
Most tables and charts in the books require rolling a percentile die, so lets create helper functions to call the [[help:rpgdm-roll][rpgdm-roll]] function (which takes a dice string expression, and returns a random number that matches it):
#+BEGIN_SRC emacs-lisp
(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"))
#+END_SRC
While the move interface puts the details of the move in the ~m~ register, I figured a function on the Hydra would be easier:
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn-paste-last-move ()
"Insert the contents of the `m' register, which should have last move."
(interactive)
(insert "\n" (get-register ?m)))
#+END_SRC
Can a Hydra call a hydra? Let's more all the special oracle and progress functions to sub-hydras:
#+BEGIN_SRC emacs-lisp
(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-progress (:color blue)
"Progress Tracks"
("n" rpgdm-ironsworn-progress-create "new")
("m" rpgdm-ironsworn-progress-mark "mark")
("p" rpgdm-ironsworn-progress-amount "show")
("d" rpgdm-ironsworn-progress-delete "delete")
("r" rpgdm-ironsworn-progress-roll "roll"))
#+END_SRC
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:
#+BEGIN_SRC emacs-lisp
(defhydra hydra-rpgdm (:color blue :hint nil)
"
^Dice^ 0=d100 1=d10 6=d6 ^Adjust^ ^Oracles/Tables^ ^Moving/Editing^ ^Messages^
----------------------------------------------------------------------------------------------------------------------------------------------------
_d_: Roll Dice _p_: Progress _H_: Health _z_: Yes/No Oracle _o_: Links ⌘-h: Show Stats
_e_: Roll Edge _s_: Roll Shadow _S_: Spirit _c_: Show Oracle _J_/_K_: Page up/dn ⌘-l: Last Results
_h_: Roll Heart _w_: Roll Wits _G_: Supply _O_: Other Oracles _N_/_W_: Narrow/Widen ⌘-k: ↑ Previous
_i_: Roll Iron _m_: Make Move _M_: Momentum _T_: Load Oracles _y_/_Y_: Yank/Move ⌘-j: ↓ Next "
("d" rpgdm-ironsworn-roll) ("D" rpgdm-ironsworn-progress-roll)
("z" rpgdm-ironsworn-oracle) ("O" rpgdm-oracle)
("e" rpgdm-ironsworn-roll-edge)
("h" rpgdm-ironsworn-roll-heart)
("i" rpgdm-ironsworn-roll-iron)
("s" rpgdm-ironsworn-roll-shadow)
("w" rpgdm-ironsworn-roll-wits)
("m" rpgdm-ironsworn-make-move :color pink)
("H" rpgdm-ironsworn-adjust-health :color pink)
("S" rpgdm-ironsworn-adjust-spirit :color pink)
("G" rpgdm-ironsworn-adjust-supply :color pink)
("M" rpgdm-ironsworn-adjust-momentum :color pink)
("T" rpgdm-tables-load) ("c" rpgdm-tables-choose) ("C" rpgdm-tables-choose :color pink)
("O" hydra-rpgdm-oracles/body)
("p" hydra-rpgdm-progress/body)
("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)
("s-h" 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)
("q" nil "quit") ("<f6>" nil))
#+END_SRC
** 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
We set all of these values in the current tree using [[help:org-set-property][org-set-property]], as =rpgdm-ironsworn-store-character-state= will function as a wrapper around it:
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn-store-character-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)))
#+END_SRC
*** Property Key Conversions and Predicates
Loading state means looking at properties, and we distinguish Ironsworn-specific with a few functions:
#+BEGIN_SRC emacs-lisp
(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)))
#+END_SRC
*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:
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn--short-progress-p (prop)
(let ((p (symbol-name prop)))
(s-starts-with-p "progress-" p)))
#+END_SRC
We also need a property-symbol to string conversion. I don't know if the string should be [[help:downcase][downcase-d]] or not, but why not?
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn--progress-to-str (prop)
"Convert a progress symbol, PROP to a string."
(downcase (substring (symbol-name prop) 1)))
#+END_SRC
A test is always explanatory for how this function should behave:
#+BEGIN_SRC emacs-lisp :tangle no
(ert-deftest rpgdm-ironsworn--progress-to-str-test ()
(should (equal (rpgdm-ironsworn--progress-to-str :IRONSWORN-PROGRESS-EPIC)
"ironsworn-progress-epic")))
#+END_SRC
Why do we need it? Well, when we will want this when we /re-set/ the property.
*** Locating the Properties
:PROPERTIES:
:foobar: 5
:END:
As I've mentioned before, the code needs to walk "up" an Org Tree looking for properties. The crux is using the /internal/ [[help:org-element--get-node-properties][org-element--get-node-properties]] function, which returns a [[info:elisp#Property Lists][property list]] /iff/ the point is on a header.
So the general idea is:
- Move to the previous header, e.g. [[help:org-up-element][org-up-element]]
- 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:
#+BEGIN_SRC emacs-lisp
(defun org-heading-level ()
"Return heading level of the element at the point. 0 otherwise."
(if-let ((level-str (org-element-property :level (org-element-at-point))))
level-str
0))
#+END_SRC
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:
#+BEGIN_SRC emacs-lisp
(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)))
(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-element)
(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 (eq 'headline (org-element-type (org-element-at-point)))
(org-up-element))
(rpgdm-ironsworn--current-character-state results)
results)))
#+END_SRC
*** Reading Progress Tracks from Org Files
A progress track looks like this:
#+BEGIN_EXAMPLE
:ironsworn-progress-bonds: "Character Bonds" 1 2
#+END_EXAMPLE
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:
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn--progress-values (value)
"Parse a string VALUE returning a list of parts,
Including 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))))))
#+END_SRC
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:
#+BEGIN_SRC emacs-lisp
(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))))
#+END_SRC
The function works fine for [[help:completing-read][completing-read]], as it accepts a list of lists:
#+BEGIN_SRC emacs-lisp :tangle no
(completing-read "Progress: " (rpgdm-ironsworn-character-progresses))
#+END_SRC
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 [[help:org-up-element][org-up-element]], however, having a function use both Common Lisp's [[help:cl-loop][loop]] as well as the Clojure-inspired [[help:-let*][-let*]] really shows the fusion that Emacs has become:
#+BEGIN_SRC emacs-lisp
(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)))
(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-element)
(rpgdm-ironsworn--mark-progress-track str)))
#+END_SRC
And since we move the cursor, we need to [[help:save-excursion][save-excursion]], and we'll make this the =interactive= one:
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn-mark-progress-track (label)
"Given a progress track's name, STR, update its progress mark."
(interactive (list (completing-read "Progress: " (rpgdm-ironsworn--progresses))))
(save-excursion
(rpgdm-ironsworn--mark-progress-track label)))
#+END_SRC
* Summary
Funny that I wrote the code here before even playing the game. Hope I like playing it as much as hacking this out.
#+BEGIN_SRC emacs-lisp
(provide 'rpgdm-ironsworn)
;;; rpgdm-ironsworn.el ends here
#+END_SRC