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skizzerz avatar skizzerz commented on June 14, 2024

There's nothing like that built-in, but you can emulate it by creating some custom RollerConfigs:

var roll = "2d6+2";

var rollMinConfig = new RollerConfig()
{
    GetRandomBytes = arr => BitConverter.GetBytes(0).CopyTo(arr, 0),
    NormalSidesOnly = true
};

var rollMaxConfig = new RollerConfig()
{
    GetRandomBytes = arr => BitConverter.GetBytes(29999).CopyTo(arr, 0),
    NormalSidesOnly = true
};

var minResult = Roller.Roll(roll, rollMinConfig);
var maxResult = Roller.Roll(roll, rollMaxConfig);

return $"{minResult.Value}-{maxResult.Value}";

Basically, you replace the built-in RNG with one that always returns the same result. In the first case (rollMinConfig) you always return a roll of 0 (which equates to rolling 1 on every die). In the second case, you always return a roll of 29,999 (which equates to rolling the max on d2, d3, d4, d6, d8, d10, d12, d20, d100, d1000, or d10000 -- it does not necessarily equate to the max on other dice types). In order to ensure that the max is actually the max, I also block rolling non-standard dice like d19.

If you want to support more dice types, the max should be the least common multiple of all dice types you support minus 1. See https://skizzerz.net/DiceRoller/Dice/RollerConfig/GetRandomBytes for more details.

from diceroller.

skizzerz avatar skizzerz commented on June 14, 2024

Took forever (sorry), but Roller.Min(), Roller.Max(), and Roller.Average() now exist and can be used to achieve this much more easily and with arbitrary die sizes.

from diceroller.

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