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NAME

Ordeal::Model::Tutorial - An introduction to Ordeal::Model

SYNOPSIS

Create a few directories for your stuff:

   $ ORDEAL='/path/to/ordeal'
   $ CARDS="$ORDEAL/cards"
   $ DECKS="$ORDEAL/decks"
   $ mkdir -p "$CARDS" "$DECKS"

Put a few images in the cards subdirectory:

   $ cp /from/somewhere/* "$CARDS"
   $ ls "$CARDS"
   avocado.png  ball.svg   chocolate.jpg  doll.png
   die-1.png    die-2.png  die-3.png      die-4.png
   die-5.png    die-6.png  egg.png        fridge.png
   lamp.svg     pizza.svg  skate.jpg      table.jpg

Create decks:

   $ echo die-{1,2,3,4,5,6}.png  
      | sed -e 's/ /\n/g' > "$DECKS/die"
   $ echo avocado.png chocolate.jpg egg.png pizza.svg \
      | sed -e 's/ /\n/g' > "$DECKS/food"
   $ echo ball.svg doll.png skate.jpg  \
      | sed -e 's/ /\n/g' > "$DECKS/games"
   $ echo fridge.png lamp.svg table.jpg \
      | sed -e 's/ /\n/g' > "$DECKS/home"

Note that there are 6 faces in the die, the food deck has four cards, and the other two have three cards each.

Use them:

   use Ordeal::Model;
   my $ordeal = Ordeal::Model->new(
      PlainFile => [base_directory => '/path/to/ordeal']
   );

   # Take:
   # - 2 cards from "games"
   # - 1 card either from food or home (accounting for differences
   #   in the number of cards in the two decks)
   # - outcome of 3 dice
   my $expression = 'games@2 + (food@1 + home@1)@1 + 3 * die@1';

   my $shuffle = $ordeal->evaluate($expression);
   my ($game1, $game2, $other, @dice) = $shuffle->draw;

WHAT IS THIS ABOUT? BASIC CONCEPTS

Ordeal::Model is about drawing cards randomly, in some fancy and complex way (hopefully, not complicated though).

It derives from an interest I have in story-building systems. Think games like Rory's Story Cubes, Tell Tale, Inventafavole and the likes, or other more complex systems like those based on the works of Vladimir Propp (e.g. StoryMaps).

Ordeal::Model has three main objects at its core:

cards

these are the objects you want to draw. By default, they are represented by image files, but it should be easy to tweak things to represent basically... whatever. Until then, we'll stick with images.

decks

these are ordered collections of cards. Yes, like a brand new deck of cards that you might buy at a games store: they usually come ordered. Don't worry, there will be time for shuffling!

shuffles

this is basically a shuffled view of a deck.

Separating decks and shuffles allow you to re-create conditions, which you might find interesting.

CREATE CARDS AND DECKS

Ordeal::Model comes with a pre-defined way to define your cards and decks, which is Ordeal::Model::Backend::PlainFile. This is a simple representation where you put cards as files in a specific directory, then you define decks as files containing lists of card filenames in another specific directory.

In particular, you will designate a directory to contain cards and decks. We will call this directory xmpl, and it is structured like follows:

   - xmpl 
      - cards
      - decks

It's easy to create this structure in the shell, e.g. as a sub-directory in the current directory:

      $ CARDS="xmpl/cards" DECKS="xmpl/decks"
      $ mkdir -p "$CARDS" "$DECKS"

As you can see, we defined a couple environment variables to ease the examples below.

After you have the right directory structure, you can start putting your cards artwork in cards:

   $ cp /from/somewhere/* "$CARDS"
   $ ls "$CARDS"
   avocado.png  ball.svg   chocolate.jpg  doll.png
   die-1.png    die-2.png  die-3.png      die-4.png
   die-5.png    die-6.png  egg.png        fridge.png
   lamp.svg     pizza.svg  skate.jpg      table.jpg

In this example, we are assuming that there are cards for different purposes, representing food (4 cards), home-related stuff (3 cards), games (3 cards) and the six faces of a regular die (6 cards).

Wait... what? A die? If you think about it, a die is just a deck of six cards, where you draw one randomly each time. So yes, dice apply too here, you just have to be careful how you draw cards from the associated deck.

Now we are ready to create our decks, as plain files inside the decks subdirectory, listing the files in the order we want them in the deck one per line:

   $ echo die-{1,2,3,4,5,6}.png  
      | sed -e 's/ /\n/g' > "$DECKS/die"
   $ echo avocado.png chocolate.jpg egg.png pizza.svg \
      | sed -e 's/ /\n/g' > "$DECKS/food"
   $ echo ball.svg doll.png skate.jpg  \
      | sed -e 's/ /\n/g' > "$DECKS/games"
   $ echo fridge.png lamp.svg table.jpg \
      | sed -e 's/ /\n/g' > "$DECKS/home"

This is it, your cards and decks are in place and ready to be used by Ordeal::Model.

PUT Ordeal::Model TO WORK

Just one last technicality before going down the rabbit hole... let's see the basic code for drawing stuff with Ordeal::Model, which we will use as a reference for the following:

   #!/usr/bin/env perl
   use strict;
   use warnings;
   use Ordeal::Model;
   my $model = Ordeal::Model->new(PlainFile => [base_directory => 'xmpl']);

   $|++;
   my $prompt = 'expression> ';
   print {*STDOUT} $prompt;
   while (defined(my $expression = <>)) {
      my $shuffle = $model->evaluate($expression);
      my @cards = $shuffle->draw;
      my $n_cards = @cards;
      my $n_cards_length = length $n_cards;
      my $format = "%${n_cards_length}d. %s\n";
      for my $index (0 .. $#cards) {
         printf {*STDOUT} $format, $index + 1, $cards[$index]->name;
      }
      print {*STDOUT} "\n$prompt";
   }

Save the code above and run it (or download it: xm.pl), then you are read to...

EXPRESS YOURSELF

Now you have to think... how would I like to extract cards from the decks I have? There are a few neat tricks you can do with Ordeal::Model, so let's start simple and build complexity step by step.

Unwrap The Deck

By default, shuffles don't shuffle anything and just represents an unwrapped but otherwise brand new deck. Just name the deck you want to use and you will get it in the same order as it appears in the deck:

   expression> die
   1. die-1
   2. die-2
   3. die-3
   4. die-4
   5. die-5
   6. die-6

   expression> food
   1. avocado
   2. chocolate
   3. egg
   4. pizza

Just Shuffle 'Em

You are probably after a shuffled deck at the very least, right? All you have to do is append a @ character, which represents shuffling. Example:

   expression> food@
   1. chocolate
   2. pizza
   3. egg
   4. avocado

Join Decks

Decks can be joined with the + operator:

   expression> food + home
   1. avocado
   2. chocolate
   3. egg
   4. pizza
   5. fridge
   6. lamp
   7. table

   expression> food + games + home
   1. avocado
   2. chocolate
   3. egg
   4. pizza
   5. ball
   6. doll
   7. skate
   8. fridge
   9. lamp
  10. table

As you can see, we get them back in order, both inside each deck, both in the ordering of decks. We already know how to shuffle a deck:

   expression> food@ + games@ + home@
   1. egg
   2. chocolate
   3. pizza
   4. avocado
   5. ball
   6. doll
   7. skate
   8. fridge
   9. lamp
  10. table

Well, it worked inside each deck, but the decks are still in the same order we put them, i.e. we got all food cards first, then the games, then the home-related cards. How to mix them all together? You have to resort to "Grouping Expressions".

Grouping Expressions

If you want to apply an operation to the result of a whole expression, you can use parentheses around the expression. For example, the following one will mix up all cards in the three decks:

   expression> (food + games + home)@
   1. egg
   2. lamp
   3. doll
   4. ball
   5. pizza
   6. table
   7. chocolate
   8. avocado
   9. fridge
  10. skate

Getting N Items

So far, we dealt all cards out of our shuffles, but you might want to only get a pre-defined number of cards. You just have to ask for that number. For example, this will get you only two cards out of a shuffled food;

   expression> food@2
   1. avocado
   2. pizza

This works whenever you have an expression that gives you a shuffle, of course (which is pretty much everything). Example:

   expression> food@2 + games@1 + home@1
   1. avocado
   2. chocolate
   3. skate
   4. table

   expression> (food + games + home)@1
   1. fridge

You can mix-and-match of course:

   expression> (food + games)@1        
   1. avocado

   expression> (food@1 + games@1)@1
   1. skate

Note the difference: the former mixes all cards together, then draws one; the latter extracts one card from both shuffles, then chooses one between them. The former is biased towards food (as it contains four items, while games has three), the latter has equal chances to give back either one.

Slices

It turns out there is a more general way to get a subset out of a shuffle, namely using a slice. It works much like a Perl's slice, i.e. you use square brackets and separate items with a comma, like in the following example:

   expression> food
   1. avocado
   2. chocolate
   3. egg
   4. pizza

   expression> food[1,3]
   1. chocolate
   2. pizza

Note that in the examples above we are not shuffling things, to show you what's going on. As you guessed right, slices are zero-based. Negative values count from the end:

   expression> food[-2,-1]
   1. egg
   2. pizza

As a difference with respect to Perl slices, operations are modulo the number of items:

   expression> food[1231,32432]
   1. pizza
   2. avocado

Ranges in Slices

You can also use ranges in a slice:

   expression> die[1..3]
   1. die-2
   2. die-3
   3. die-4

and mix ranges and specific values:

   expression> die[1..3,0,4..5]
   1. die-2
   2. die-3
   3. die-4
   4. die-1
   5. die-5
   6. die-6

Negative values and modulo-operations work for ranges too, which might give you surprising results:

   expression> die[0..5]
   1. die-1
   2. die-2
   3. die-3
   4. die-4
   5. die-5
   6. die-6

   expression> die[0..6]
   1. die-1

The last one first remaps 6 onto 0, then extracts a range from 0 to 0, i.e. the first card only.

Randoms

Whenever you can use an integer value (e.g. when asking for a certain number of cards, or in ranges) you can also draw a random number from a list, just put the list in curly brackets. The list follows the same rules as slices, i.e. you can put single items or ranges separated by commas:

   expression> die[{0,1,2},{3..5}]
   1. die-2
   2. die-4

   expression> die[{0..2}..{3..5}]
   1. die-2
   2. die-3
   3. die-4
   4. die-5
   5. die-6

In the first case, we asked for a slice of two random elements. In the second case, we asked for a range whose extremes were random, so we got five items out in that particular run. Another run would yield a different result in general:

   expression> die[{0..2}..{3..5}]
   1. die-2
   2. die-3
   3. die-4

In this case, we got 1 in the first draw, and 3 in the second (remember that indexes are zero-based).

You can recurse if you want and need it:

   expression> die[{{0,1},{1,2}}]
   1. die-2

In the example, die-2 had 50% chances to come out (it's easy to calculate).

Repeating Processes

What if you want to roll three dice? Of course you can do this:

   expression> die@1 + die@1 + die@1
   1. die-6
   2. die-2
   3. die-4

How boring. When you want to repeat a specific process of an expression, you can use the * operator:

   expression> 3 * die@1
   1. die-6
   2. die-4
   3. die-5

It works both before and after a shuffle:

   expression> die@1 * 3
   1. die-2
   2. die-5
   3. die-3

You can also use randoms, like anywhere else. This rolls a random number of dice, between 3 and 6:

   expression> die@1 * {3,4..5,6}
   1. die-2
   2. die-3
   3. die-4
   4. die-4

In this case, you can only put strictly positive numbers in the alternatives and in the ranges, because the modulo wrapping procedure cannot be performed (there is no reference amount of cards to consider in this context).

Replicating Results

Sometimes, you might just want to replicate a shuffle. For example, you might have a deck of French cards, and you would like to shuffle two of them. You can always use the + operator, of course:

   expression> food + food
   1. avocado
   2. chocolate
   3. egg
   4. pizza
   5. avocado
   6. chocolate
   7. egg
   8. pizza

It might get tedious if you want to replicate multiple times, or a random number of positive times. In the simple case above you can use the repetition operator * of course:

   expression> food * 2
   1. avocado
   2. chocolate
   3. egg
   4. pizza
   5. avocado
   6. chocolate
   7. egg
   8. pizza

This will not work when the result from an expression is not the same at every run, though, as we already saw when rolling multiple dice:

   expression> die@1 * 2
   1. die-4
   2. die-3

Even the + operator will not help you here, because it's basically what * generalizes:

   expression> die@1 + die@1
   1. die-3
   2. die-6

To help you in these situations you can use the x operator, which takes the result of an expression (that is, the outcome of the resulting shuffle) and replicates it:

   expression> die@1 x 2
   1. die-5
   2. die-5

   expression> food@2 x 3
   1. egg
   2. avocado
   3. egg
   4. avocado
   5. egg
   6. avocado

Also here you can ask for a random draw from positive integers:

   expression> home@2 x {2..3}
   1. fridge
   2. table
   3. fridge
   4. table

   expression> home@2 x {2..3}
   1. lamp
   2. fridge
   3. lamp
   4. fridge
   5. lamp
   6. fridge

Is this useful? You are the judge, but please let us know!

HACKING/EXTENDING

If you want to hack on Ordeal::Model it should be pretty easy, here's a simplified map of the code.

Expressions

If you're into modifying parsing and evaluation, the main entry points are the following:

  • parsing is done by Ordeal::Model::Parser. It is a purely functional module (no objects here), heavily inspired to Higher Order Perl and bearing no dependencies on other modules. Its goal is simple: take a string representation of an expression, and give back an Abstract Syntax Tree (AST). Not surprisingly, it exports a "PARSE" in Ordeal::Model::Parser function.

  • evaluating expressions is done by Ordeal::Model::Evaluator. It is object oriented, although it exports an "EVALUATE" in Ordeal::Model::Evaluator function that does all the heavylifting for you and it's your go-to facility most of the times.

    It is highly coupled to Ordeal::Model::Parser, because it evaluates ASTs coming out of there. It goes to the point of calling it behind the scenes if you pass a text expression to evaluate, instead of an AST; if you pass an AST, though, it works on its own. Hence, should you invent a different syntax producing compatible ASTs, you can use it directly by just passing the AST instead of the expression.

    Last, evaluation heavily relies upon the main Ordeal::Model instance, because it's what allows it to dynamically load decks when needed. As such, it implicitly relies upon the relevan backend you are using.

  • the encapsulation of the result of an expression is represented by an Ordeal::Model::Shuffle object. It's a technical wrapper around a deck (even a virtual one, created on the fly) to easily manage shuffling and reordering, as well as overlooking drawing of cards from the deck. You should probably not need to bother with it.

It's not designed for extensibility at the moment, but there's always space for discussion!

Storage

If you are happy with the modeling of cards and decks, but would like to store them differently, this is where the backend comes to help. This module is supposed to be object-oriented and provide two methods:

card
   my $card = $object->card($id_of_card);

retrieve a card, returning an Ordeal::Model::Card object;

deck
   my $deck = $object->deck($id_of_deck);

retrieve a deck, returning an Ordeal::Model::Deck object.

This is still very basic, e.g. most probably there will be a requirement for backends to also provide at least a list of all available decks.

Using an alternative backend is very easy, just set it during construction in some way (see "new" in Ordeal::Model for all of them):

   my $m1 = Ordeal::Model->new(
      $backend_name => \@args_for_backend_constructor
   );

   my $backend = My::Backend->new(...);
   my $m2 = Ordeal::Model->new(backend => $backend);

There are a few tricks you can play with $backend_name, see the gory details in the reference documentation at "new" in Ordeal::Model.

Representation

The representation of cards and decks are done by Ordeal::Model::Card and Ordeal::Model::Deck respectively. They are pretty generic, allowing you to store at least an identifier, a name and a group (which is there for your convenience should you need it, e.g. Ordeal::Model::Backend::PlainFile does not use it).

In addition to this, Ordeal::Model::Card also exposes data manipulation facilities like "data" in Ordeal::Model::Card and "content_type" in Ordeal::Model::Card. In case of Ordeal::Model::Backend::PlainFile, the content-type is restricted to a few image types.

For Ordeal::Model::Deck, there are facilities to manage a collection of cards.

If you want to change these representations, your best chance is to create your own backend (see "Storage" above) and make it return your representations, which should be compatible with the interface of the original ones.