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- ;;; odd-combat.nlogo
- ;;; Simplified original (1974) dungeons & dragons alternative combat system simulator in NetLogo
- ;;; More info at bottom of listing.
- extensions [matrix]
- globals [men-attacking monsters-attacking fighting-men-hd]
- ;; Routines for creating men and monsters
- breed [men man]
- breed [monsters monster]
- turtles-own [class race level name ac mv hd plusses max-hp cur-hp to-hit dmg immobile-til]
- ;; to-hit : function takes target's ac and returns "to hit" number to beat on d20
- ;; dmg : function takes target and dishes out damage to it; called after successful "to hit" roll
- ;; immobile-til: if agent becomes surprised/paralyzed/etc, set this to clock tick he's once again active
- ;; N.B. ghouls paralyze (non-elf) victims who miss save vs paralysis for 2d4 ticks
- ;; Men
- to set-man
- set class "Fighting Man"
- set race "Human"
- set level level-men ; we set this on the UI
- set ac ac-men ; ditto
- set mv mv-men ; ditto
- set name (matrix:get fighting-men-hd (level - 1) 2)
- set hd (matrix:get fighting-men-hd (level - 1) 0)
- set plusses (matrix:get fighting-men-hd (level - 1) 1)
- set max-hp set-hp hd plusses
- set cur-hp max-hp
- set to-hit task [men-to-hit ? level] ; function takes target's ac and returns to-hit number to beat on d20
- set dmg task [std-dmg ?] ; function takes target and damages it
- set immobile-til 0
- set shape "person"
- set color blue
- set xcor -20
- set ycor ((random 50) - 25)
- set heading 90
- end
- ;; Monsters
- to set-orc [x]
- set race "Orc"
- set ac 6
- set mv 9
- set hd 1
- set plusses 0
- set max-hp set-hp hd plusses
- set cur-hp max-hp
- set to-hit task [monsters-to-hit ? hd plusses]
- set dmg task [std-dmg ?]
- set immobile-til 0
- set shape "person"
- set color red
- set size 1
- set xcor x
- set ycor ((random 50) - 25)
- set heading -90
- end
- to set-hobgoblin [x]
- set race "Hobgoblin"
- set ac 5
- set mv 9
- set hd 1
- set plusses 1
- set max-hp set-hp hd plusses
- set cur-hp max-hp
- set to-hit task [monsters-to-hit ? hd plusses]
- set dmg task [std-dmg ?]
- set immobile-til 0
- set shape "person"
- set color red
- set size 1.5
- set xcor x
- set ycor ((random 50) - 25)
- set heading -90
- end
- to set-ogre [x]
- set race "Ogre"
- set ac 5
- set mv 9
- set hd 4
- set plusses 1
- set max-hp set-hp hd plusses
- set cur-hp max-hp
- set to-hit task [monsters-to-hit ? hd plusses]
- set dmg task [ogre-dmg ?]
- set immobile-til 0
- set shape "person"
- set color red
- set size 2
- set xcor x
- set ycor ((random 50) - 25)
- set heading -90
- end
- to set-ghoul [x]
- set race "Ghoul"
- set ac 6
- set mv 9
- set hd 2
- set plusses 0
- set max-hp set-hp hd plusses
- set cur-hp max-hp
- set to-hit task [monsters-to-hit ? hd plusses]
- set dmg task [ghoul-dmg ?]
- set immobile-til 0
- set shape "person"
- set color yellow
- set size 1
- set xcor x
- set ycor ((random 50) - 25)
- set heading -90
- end
- ;; Calculate hit points from hit dice and plusses
- to-report set-hp [h p]
- if h = 0.5 [report (d 3) + p]
- report (roll h 6) + p
- end
- ;; Routines to apply damage to a target t
- to std-dmg [t]
- ask t [
- set cur-hp max (list 0 (cur-hp - d6))
- if cur-hp <= 0 [die]
- ]
- end
- to ghoul-dmg [t]
- ask t [
- set cur-hp max (list 0 (cur-hp - d6))
- if not save-versus-paralysis [set immobile-til (ticks + roll 2 4)]
- if cur-hp <= 0 [die]
- ]
- end
- to ogre-dmg [t]
- ask t [
- set cur-hp max (list 0 (cur-hp - d6 - 2)) ; ogres do an extra 2 pts dmg
- if cur-hp <= 0 [die]
- ]
- end
- ;; Saving throws
- to-report save-versus-paralysis
- ifelse race = "Elf"
- [report true]
- ;else
- [
- ifelse class = "Fighting Man"
- [
- let saves [13 11 9 7 5 5]
- let i (int ((level - 1) / 3))
- let tn item i saves
- report d20 >= tn
- ]
- ; else
- [
- ; TODO
- report true
- ]
- ]
- end
- ;; Routines for initializing "To Hit" Tables
- to set-to-hit
- ; Men Attacking Table
- ; row = AC - 2, col = floor ((Level - 1) / 3)
- set men-attacking matrix:from-row-list [
- ; 1-3 4-6 7-9 10-12 13-15 16&+
- [17 15 12 10 8 5] ; AC 2
- [16 14 11 9 7 4] ; AC 3
- [15 13 10 8 6 3] ; AC 4
- [14 12 9 7 5 2] ; AC 5
- [13 11 8 6 4 1] ; AC 6
- [12 10 7 5 3 1] ; AC 7
- [11 9 6 4 2 1] ; AC 8
- [10 8 5 3 1 1] ; AC 9
- ]
- ; Monsters Attacking Table
- ; row = AC - 2, col ~ HD
- set monsters-attacking matrix:from-row-list [
- ; 1 1+1 2-3 3-4 4-6 6-8 9-10 11&+
- [17 16 15 13 12 11 9 7] ; AC 2
- [16 15 14 12 11 10 8 6] ; AC 3
- [15 14 13 11 10 9 7 5] ; AC 4
- [14 13 12 10 9 8 6 4] ; AC 5
- [13 12 11 9 8 7 5 3] ; AC 6
- [12 11 10 8 7 6 4 2] ; AC 7
- [11 10 9 7 6 5 3 1] ; AC 8
- [10 9 8 6 5 4 2 0] ; AC 9
- ]
- ; Fighting Men HD
- ; starts at level 1, so row = (level - 1)
- ; each row represents HD, Plusses, name
- set fighting-men-hd matrix:from-row-list
- [ [1 1 "Veteran"] [2 0 "Warrior"] [3 0 "Swordsman"] [4 0 "Hero"] [5 1 "Swashbuckler"]
- [6 0 "Myrmidon"] [7 1 "Champion"] [8 2 "Superhero"] [9 3 "Lord"] [10 1 "Lord, 10th Level"] ]
- end
- to-report ac-to-row [a]
- report (a - 2)
- end
- to-report level-to-col [l]
- report floor ((l - 1) / 3)
- end
- to-report hd-to-col [h p]
- if h <= 1 and p <= 0 [report 0]
- if h < 1 and p > 0 [report 0]
- if h = 1 and p > 0 [report 1]
- if h = 2 [report 2]
- if h = 3 and p <= 0 [report 2]
- if h = 3 and p > 0 [report 3]
- if h = 4 and p <= 0 [report 3]
- if h = 4 and p > 0 [report 4]
- if h = 5 [report 4]
- if h = 6 and p <= 0 [report 4]
- if h = 6 and p > 0 [report 5]
- if h = 7 or h = 8 [report 5]
- if h = 9 or h = 10 [report 6]
- if h >= 11 [report 7]
- end
- to-report men-to-hit [a l]
- report matrix:get men-attacking (ac-to-row a) (level-to-col l)
- end
- to-report monsters-to-hit [a h p]
- report matrix:get men-attacking (ac-to-row a) (hd-to-col h p)
- end
- ;; Routines for dice
- ; roll a 20-sided die (d20)
- to-report d20
- report (1 + (random 20))
- end
- to-report d6
- report (1 + (random 6))
- end
- to-report d [n]
- report (1 + (random n))
- end
- ; roll m n-sided dice and sum the result
- to-report roll [m n]
- if m < 1 [report 0]
- report (d n) + roll (m - 1) n
- end
- ; Test dice roll functions
- ; Expects the number of samples n and sampling task t then reports statistics
- ; E.g., roll a d20 100 times and summarize the results--
- ; test-dice 100 task [d20]
- ; E.g., roll a 3d6 100 times and summarize the results--
- ; test-dice 100 task [roll 3 6]
- to test-dice [n t]
- let rolls n-values n [runresult t]
- print word "num rolls: " n
- print word "rolls: " rolls
- print word "min: " min rolls
- print word "max: " max rolls
- print word "mean: " mean rolls
- print word "median: " median rolls
- print word "modes: " modes rolls
- print word "stdev: " standard-deviation rolls
- print word "variance: " variance rolls
- print word "sum: " sum rolls
- end
- ;;;;; Main routines ;;;;;
- ;; Setup the battlefield
- to setup
- ca
- set-to-hit
- ; Men
- create-men num-men [set-man]
- ; Monsters
- if num-monsters-1 > 0 [create-monsters num-monsters-1 [monster-setter monsters-1 10]]
- if num-monsters-2 > 0 [create-monsters num-monsters-2 [monster-setter monsters-2 20]]
- reset-ticks
- end
- ;; monster-setter: t = type of monster, x = x-coordinate
- to monster-setter [t x]
- if t = "Ghoul" [set-ghoul x]
- if t = "Hobgoblin" [set-hobgoblin x]
- if t = "Ogre" [set-ogre x]
- if t = "Orc" [set-orc x]
- end
- ;; Run the simulation
- to go
- ; foreach attacker...in randomized order
- ask turtles [ ; N.B. Both "men" and "monsters" are just turtles
- ; Target acquisition
- ; if attacker has no target, choose the closest one (if any)
- if not any? out-link-neighbors
- [
- if breed = men and any? monsters [
- create-link-to min-one-of monsters [distance myself] [
- set color blue
- set hidden? true
- ]
- ]
- if breed = monsters and any? men [
- create-link-to min-one-of men [distance myself] [
- set color green
- set hidden? true
- ]
- ]
- ]
- ; check if we're surprised or paralyzed or otherwise can't take actions
- if ticks >= immobile-til [
- ; if attacker has a target, move towards it if not already in melee contact, otherwise melee
- if any? out-link-neighbors
- [
- let target one-of out-link-neighbors
- let dist distance target
- ifelse dist > 1
- [
- face target
- fd min (list dist mv)
- ]
- ; else attacker and target already in melee contact
- [
- ; roll d20 "to hit" versus target's ac
- if d20 >= (runresult to-hit ([ac] of target)) [
- ; success! attacker hits target
- ; now apply damage
- (run dmg target)
- ]
- ]
- ]
- ]
- ]
- ; stop if one side obliterated
- if not any? men or not any? monsters [stop]
- tick
- end
- to status
- print "STATUS"
- if count monsters = 0 [print "men won!"]
- if count men = 0 [print "monsters won!"]
- print word "ticks: " ticks
- print word "men: " count men
- print word "monsters: " count monsters
- print (word "hp of men: " sort ([cur-hp] of men)
- " total: " (sum ([cur-hp] of men)))
- print (word "hp of monsters: " sort ([cur-hp] of monsters)
- " total: " (sum ([cur-hp] of monsters)))
- end
- @#$#@#$#@
- GRAPHICS-WINDOW
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- BUTTON
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- Setup
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- NIL
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- T
- OBSERVER
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- Go
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- "" ""
- PENS
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- "pen-1" 1.0 0 -13345367 true "" "plot count men"
- "pen-2" 1.0 0 -10899396 true "" "plot count monsters"
- BUTTON
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- Display Status
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- OBSERVER
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- @#$#@#$#@
- ## WHAT IS IT?
- Simplified model of original (1974) D&D combat.
- ## HOW IT WORKS
- Men vs monsters. Each combatant targets the closest enemy, and closes in at his max mv until they are in melee range. The attacker attempts to hit his target (using the tables in the 3LBBs, volume I), until attacker or defender dies. If defender dies, attacker picks next closest enemy, if any, and repeats process.
- ## HOW TO USE IT
- Use controls to choose number of Fighting Men, their Level, AC and MV.
- Use controls to choose up to two kinds of monsters and their numbers.
- Click the setup button, and they are arrayed on the battlefield. See the screenshot on my Flickr photostream here http://www.flickr.com/photos/79364035@N04/8645207600/
- Click the Go button and they fight until one side is destroyed. Screenshot here http://www.flickr.com/photos/79364035@N04/8645207760/
- A plot shows the number of survivors at each tick.
- ## THINGS TO NOTICE
- Ghouls paralyze victims. Man bitten by Ghoul must save vs Paralysis or he's disabled for 2d4 rounds.
- Ogres do extra damage (d6+2).
- ## THINGS TO TRY
- If men are disadvantaged, try increasing their level, ac, or number until balance is restored.
- ## EXTENDING THE MODEL
- Top 10 TODOs:
- (1) Adding a d6 roll for a surprise round. And 25% chance to drop weapon if surprised.
- (2) Using agent's "heading" property and x/y coordinates to determine if a defender is flanked or attacked from the rear, in which case bonuses apply.
- (3) Add more monsters. Right now the model only supports 4-- Orcs, Hobgoblins, Ogres and Ghouls.
- (4) 1st level Fighting Man gets +1 to-hit bonus against "normals", and Nth level FM (N>1) gets N attacks against normals.
- (5) Add Cleric, Magic User, Elf, Dwarf and Hobbit.
- (6) Exploit NetLogo's 2D patches to code terrain (hill, wooded, marshy, ditch, river), structures (walls, towers), and so on.
- (7) Read battlefield setup (including troop types/locations/terrain) from file.
- (8) Allow for houserules.
- (9) Allow for combat engines other than the OD&D alternative combat system (ACS), incl. Chainmail 1:20, Chainmail man-to-man, Chainmail fantasy supplement, Greyhawk weapon type vs armor class, etc.
- (10) Get the "export as" Java applet and QuickTime movie to work.
- ## NETLOGO FEATURES
- Makes use of higher-order functions (task/run).
- ## RELATED MODELS
- I wrote a simulation of OD&D combat in Perl. It supports surprise, drop weapon, more monsters. But It's just a 1-man to 1-monster slugfest. Not 2D. No graphics. No movement. It runs a given simulation many, many times and reports a number of statistics. The code is available in my pastebin at
- http://pastebin.com/AJKw2x3N
- ## CREDITS AND REFERENCES
- @CopyLeft 2013 by Elisha "aher" Abuyah. All wrongs reserved. No warranties. Use however you like, no restrictions.
- This code is available in my pastebin at
- http://pastebin.com/u/aher
- @#$#@#$#@
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