view 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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#!/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()