diff tools/ruleset_tester.py @ 378:64738befdf3b

bringing in the changes from the build_system_rework branch in preparation for the 0.3.0 release. This commit will require the Jan2010 devkit. Clients will also need to be modified to the new way to import fife.
author vtchill@33b003aa-7bff-0310-803a-e67f0ece8222
date Mon, 11 Jan 2010 23:34:52 +0000
parents
children 81641655bc38
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/tools/ruleset_tester.py	Mon Jan 11 23:34:52 2010 +0000
@@ -0,0 +1,208 @@
+#!/usr/bin/env python
+import Tkinter as TK
+import math
+
+class Ruleset (object):
+	def __init__ (self):
+		# move to somewhere else later (file ...)
+		self.ST_name = 'Strength'
+		self.ST_desc = 'The strenght of your character, affects hitpoints, carry weight and the weapons skill.'
+		self.AG_name = 'Agility'
+		self.AG_desc = 'The agility of your character influences armor class, action points and the weapons skill.'
+		self.IN_name = 'Intelligence'
+		self.IN_desc = 'Your intelligence is important for the technology skill and your ability to talk with other characters.'
+		
+		self.weapon_name = 'Weapons'
+		self.weapon_desc = 'A high weapons skill will let you fire weapons more precisly.'
+		self.tech_name = 'Technology'
+		self.tech_desc = 'Boost this skill to become a real hacker.'
+		self.talk_name = 'Talk'
+		self.talk_desc = 'A high talk skill can save bullets.'
+
+	def set_main (self, ST, AG, IN):
+		self.ST = ST
+		self.AG = AG
+		self.IN = IN	
+		# now calc boni
+		self.calc_boni()
+
+	def calc_boni (self):
+		self.STbonus = 0
+		self.AGbonus = 0
+		self.INbonus = 0
+		
+		if self.ST > 4 :
+			self.STbonus = (self.ST - 4) * 1
+		if self.AG > 2 :
+			self.AGbonus = (self.AG - 2) * 1			
+		if self.IN > 4 :
+			self.INbonus = (self.AG - 5) * 1
+				
+	def skill_weapon (self, type, count):
+		# weapon = 2 x (ST + AG) + 10%
+		#if self.weapon == False:
+		self.weapon = 2 * (self.ST + self.AG) + self.ST + self.AG
+
+		if type == 1 :
+			# increase
+				if count != 0 :
+					self.weapon = self.weapon + count
+					
+		if type == 0 :
+			# decrease
+				if (self.weapon - count) != 0 :
+					self.weapon = self.weapon - count
+				else: 
+					self.weapon = 0
+		
+	def skill_tech (self, type, count):
+		self.tech = 3 * self.IN + 2 * self.INbonus
+		
+		if type == 1 :
+			# increase
+				if count != 0 :
+					self.tech = self.tech + count
+		
+		if type == 0 :
+			# decrease
+				if (self.tech - count) != 0 :
+					self.tech = self.tech - count
+				else:
+					self.tech = 0
+		
+	def skill_talk (self, type, count):
+		self.talk = 2 * self.IN + self.INbonus
+
+		if type == 1 :
+			# increase
+				if count != 0 :
+					self.talk = self.talk + count
+		
+		if type == 0 :
+			# decrease
+				if (self.talk - count) != 0 :
+					self.talk = self.talk - count
+				else:
+					self.talk = 0
+		
+	def calc_skills (self):
+		self.skill_weapon(0,0)
+		self.skill_tech(0,0)
+		self.skill_talk(0,0)	
+	
+
+class GUI (object):
+	
+	def __init__  (self):
+		self.root = TK.Tk()
+		self.root.title('FIFE Techdemo Ruleset-tester')
+		self.root.geometry("350x100")
+		
+		# inject ruleset
+		self.RULES = Ruleset()
+		self.RULES.set_main(2,2,2)
+		self.RULES.calc_skills()
+
+		self.frm1 = TK.Frame(master=self.root)
+		self.frm1.grid(column = 1, row = 1)
+
+		self.create_widgets()
+		self.create_buttons()
+
+	def create_widgets (self):
+
+		mainstat = {
+		"a" : [self.RULES.ST_name, self.RULES.ST_desc, self.RULES.ST, self.RULES.STbonus],
+		"b" : [self.RULES.AG_name, self.RULES.AG_desc, self.RULES.AG, self.RULES.AGbonus],
+		"c" : [self.RULES.IN_name, self.RULES.IN_desc, self.RULES.IN, self.RULES.INbonus]
+		}
+		
+		skills = {
+		"a" : [self.RULES.weapon_name, self.RULES.weapon_desc, self.RULES.weapon],
+		"b" : [self.RULES.tech_name, self.RULES.tech_desc, self.RULES.tech],
+		"c" : [self.RULES.talk_name, self.RULES.talk_desc, self.RULES.talk]	
+		}
+
+		col = 1
+		row = 2
+
+		# container for generated entry-widgets
+		self.entries = []
+		self.entry_vars = []
+
+		# create widgets for mainstat
+		for key in mainstat:
+			label = TK.Label(self.frm1, text=mainstat[key][0], relief= TK.GROOVE, bd=0, width=10, anchor=TK.W)
+			label.grid(column = col, row = row)			
+			col = col + 1
+
+			self.entry_vars.append(TK.StringVar(self.root))
+			entry_key = TK.Entry(self.frm1, width=2, textvariable=self.entry_vars[-1])
+			entry_key.grid(column = col, row = row, padx = 0)
+			entry_key.insert(0, mainstat[key][2])
+			col = col + 1
+
+			label = TK.Label(self.frm1, text=mainstat[key][3], relief= TK.RIDGE, bd=2, width=3)
+			label.grid(column = col, row = row)				
+			row = row + 1
+			
+			col = 1			
+			
+			self.entries.append(entry_key)	
+
+		col = 5
+		row = 2
+
+		for key in skills:
+			label = TK.Label(self.frm1, text=skills[key][0], relief= TK.GROOVE, bd=0, width=10, anchor=TK.W)
+			label.grid(column = col, row = row, padx = 4)			
+			col = col + 1
+
+			label = TK.Label(self.frm1, text=skills[key][2], relief= TK.RIDGE, bd=2, width=3)
+			label.grid(column = col, row = row)				
+			row = row + 1
+			
+			col = 5	
+
+	def create_buttons (self):
+		col = 6
+		row = 6
+		
+		button_calc = TK.Button(self.frm1, text='Calculate', command=self.calc)
+		button_calc.grid(column = col, row = row)
+		
+		col = 7
+		
+		button_quit = TK.Button(self.frm1, text='Quit', command=self.exit)
+		button_quit.grid(column = col, row = row)
+		
+		pass
+		
+	def calc (self):
+		# prepare entrys for calculation
+		
+		tmp_vars = []
+		for i,var in enumerate(self.entry_vars) :
+			inumber = var.get()
+			tmp_vars.append(int(inumber))
+			
+		# set new mainstats & skill values
+		# 0 = weapons
+		# 2 = talk
+		# 1 = technology
+		self.RULES.set_main(tmp_vars[0],tmp_vars[2],tmp_vars[1])
+		self.RULES.calc_skills()
+				
+		# print new stats
+		self.create_widgets()
+
+	def exit(self):
+		self.root.quit()
+
+	def run (self):
+		self.root.mainloop()	
+ 
+# demo 
+if __name__ == '__main__':
+	gui = GUI()    
+	gui.run()