view tools/ruleset_tester.py @ 697:ecaa4d98f05f tip

Abstracted the GUI code and refactored the GUIChan-specific code into its own module. * Most of the GUIChan code has been refactored into its own gui/guichan module. However, references to the GuiFont class still persist in the Engine and GuiManager code and these will need further refactoring. * GuiManager is now an abstract base class which specific implementations (e.g. GUIChan) should subclass. * The GUIChan GUI code is now a concrete implementation of GuiManager, most of which is in the new GuiChanGuiManager class. * The GUI code in the Console class has been refactored out of the Console and into the GUIChan module as its own GuiChanConsoleWidget class. The rest of the Console class related to executing commands was left largely unchanged. * Existing client code may need to downcast the GuiManager pointer received from FIFE::Engine::getGuiManager() to GuiChanGuiManager, since not all functionality is represented in the GuiManager abstract base class. Python client code can use the new GuiChanGuiManager.castTo static method for this purpose.
author M. George Hansen <technopolitica@gmail.com>
date Sat, 18 Jun 2011 00:28:40 -1000
parents 81641655bc38
children
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#!/usr/bin/env python
# -*- coding: utf-8 -*-

# ####################################################################
#  Copyright (C) 2005-2009 by the FIFE team
#  http://www.fifengine.de
#  This file is part of FIFE.
#
#  FIFE is free software; you can redistribute it and/or
#  modify it under the terms of the GNU Lesser General Public
#  License as published by the Free Software Foundation; either
#  version 2.1 of the License, or (at your option) any later version.
#
#  This library is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
#  Lesser General Public License for more details.
#
#  You should have received a copy of the GNU Lesser General Public
#  License along with this library; if not, write to the
#  Free Software Foundation, Inc.,
#  51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
# ####################################################################

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()