Mercurial > traipse_dev
annotate orpg/dieroller/sr4.py @ 118:217fb049bd00 alpha
Traipse Alpha 'OpenRPG' {091028-00}
Traipse is a distribution of OpenRPG that is designed to be easy to setup and go.
Traipse also makes it easy for developers to work on code without fear of
sacrifice. 'Ornery-Orc' continues the trend of 'Grumpy' and adds fixes to the
code. 'Ornery-Orc's main goal is to offer more advanced features and enhance the
productivity of the user.
Update Summary:
Adds Bookmarks (Alpha) with cool Smiley Star and Plus Symbol images!
Changes made to the map for increased portability. SnowDog has changes planned in
Core, though.
Added an initial push to the BCG. Not much to see, just shows off how it is
re-writing Main code.
Fix to remote admin commands
Minor fix to texted based server, works in /System/ folder
Some Core changes to gametree to correctly disply Pretty Print, thanks David!
Fix to Splitter Nodes not being created.
Added images to Plugin Control panel for Autostart feature
Fix to massive amounts of images loading; from Core
fix to gsclient so with_statement imports
Added 'boot' command to remote admin
Prep work in Pass tool for remote admin rankings and different passwords, ei,
Server, Admin, Moderator, etc.
Remote Admin Commands more organized, more prep work.
Added Confirmation window for sent nodes.
Minor changes to allow for portability to an OpenSUSE linux OS (hopefully without
breaking)
{091028}
00:
Made changes to gametree to start working with Element Tree, mostly from Core
Minor changes to Map to start working with Element Tree, from Core
Preliminary changes to map efficiency, from FlexiRPG
Miniatures Layer pop up box allows users to turn off Mini labels, from FlexiRPG
Changes to main.py to start working with Element Tree
author | sirebral |
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date | Wed, 28 Oct 2009 14:24:54 -0500 |
parents | 449a8900f9ac |
children | bf799efe7a8a |
rev | line source |
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0
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1 ## a vs die roller as used by WOD games |
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2 #!/usr/bin/env python |
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3 # Copyright (C) 2000-2001 The OpenRPG Project |
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4 # |
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5 # openrpg-dev@lists.sourceforge.net |
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6 # |
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7 # This program is free software; you can redistribute it and/or modify |
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8 # it under the terms of the GNU General Public License as published by |
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9 # the Free Software Foundation; either version 2 of the License, or |
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10 # (at your option) any later version. |
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11 # |
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12 # This program is distributed in the hope that it will be useful, |
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13 # but WITHOUT ANY WARRANTY; without even the implied warranty of |
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14 # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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15 # GNU General Public License for more details. |
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16 # |
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17 # You should have received a copy of the GNU General Public License |
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18 # along with this program; if not, write to the Free Software |
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19 # Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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20 # -- |
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21 # |
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22 # File: sr4.py |
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23 # Author: Veggiesama, ripped straight from Michael Edwards (AKA akoman) |
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24 # Maintainer: |
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25 # Version: 1.1 |
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26 # |
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27 # 1.1: Now with glitch and critical glitch detection! |
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28 # 1.1: Cleaned up some of the output to make it simpler. |
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29 # |
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30 # Description: Modified from the original Shadowrun dieroller by akoman, |
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31 # but altered to follow the new Shadowrun 4th Ed dice system. |
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32 # |
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33 # SR4 VS |
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34 # Typing [Xd6.vs(Y)] will roll X dice, checking each die |
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35 # roll against the MIN_TARGET_NUMBER (default: 5). If it |
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36 # meets or beats it, it counts as a hit. If the total hits |
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37 # meet or beat the Y value (threshold), there's a success. |
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38 # |
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39 # SR4 EDGE VS |
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40 # Identical to the above function, except it looks like |
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41 # [Xd6.edge(Y)] and follows the "Rule of Six". That rule |
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42 # states any roll of 6 is counted as a hit and rerolled |
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43 # with a potential to score more hits. The "Edge" bonus |
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44 # dice must be included into X. |
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45 # |
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46 # SR4 INIT |
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47 # Typing [Xd6.init(Y)] will roll X dice, checking each |
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48 # die for a hit. All hits are added to Y (the init attrib |
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49 # of the player), to give an Init Score for the combat. |
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50 # |
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51 # SR4 EDGE INIT |
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52 # Typing [Xd6.initedge(Y)] or [Xd6.edgeinit(Y)] will do |
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53 # as above, except adding the possibility of Edge dice. |
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54 # |
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55 # Note about non-traditional uses: |
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56 # - D6's are not required. This script will work with any |
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57 # die possible, and the "Rule of Six" will only trigger |
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58 # on the highest die roll possible. Not throughly tested. |
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59 # - If you want to alter the minimum target number (ex. |
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60 # score a hit on a 4, 5, or 6), scroll down and change |
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61 # the global value MIN_TARGET_NUMBER to your liking. |
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62 |
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63 from die import * |
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64 |
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65 __version__ = "1.1" |
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66 |
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67 MIN_TARGET_NUMBER = 5 |
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68 GLITCH_NUMBER = 1 |
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69 |
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70 class sr4(std): |
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71 |
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72 def __init__(self,source=[]): |
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73 std.__init__(self,source) |
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74 self.threshold = None |
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75 self.init_attrib = None |
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76 |
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77 |
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78 def vs(self,threshold=0): |
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79 return sr4vs(self, threshold) |
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80 |
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81 |
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82 def edge(self,threshold=0): |
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83 return sr4vs(self, threshold, 1) |
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84 |
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85 |
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86 def init(self,init_attrib=0): |
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87 return sr4init(self, init_attrib) |
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88 |
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89 |
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90 def initedge(self,init_attrib=0): |
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91 return sr4init(self, init_attrib, 1) |
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92 |
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93 def edgeinit(self,init_attrib=0): |
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94 return sr4init(self, init_attrib, 1) |
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95 |
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96 |
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97 def countEdge(self,num): |
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98 if num <= 1: |
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99 self |
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100 done = 1 |
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101 for i in range(len(self.data)): |
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102 if (self.data[i].lastroll() >= num): |
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103 # counts every rerolled 6 as a hit |
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104 self.hits += 1 |
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105 self.data[i].extraroll() |
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106 self.total += 1 |
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107 done = 0 |
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108 elif (self.data[i].lastroll() <= GLITCH_NUMBER): |
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109 self.ones += 1 |
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110 self.total += 1 |
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111 if done: |
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112 return self |
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113 else: |
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114 return self.countEdge(num) |
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115 |
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116 |
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117 def countHits(self,num): |
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118 for i in range(len(self.data)): |
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119 if (self.data[i].lastroll() >= MIN_TARGET_NUMBER): |
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120 # (Rule of Six taken into account in countEdge(), not here) |
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121 self.hits += 1 |
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122 elif (self.data[i].lastroll() <= GLITCH_NUMBER): |
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123 self.ones += 1 |
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124 self.total += 1 |
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125 |
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126 |
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127 def __str__(self): |
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128 if len(self.data) > 0: |
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129 self.hits = 0 |
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130 self.ones = 0 |
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131 self.total = 0 |
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132 for i in range(len(self.data)): |
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133 if (self.data[i].lastroll() >= MIN_TARGET_NUMBER): |
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134 self.hits += 1 |
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135 elif (self.data[i].lastroll() <= GLITCH_NUMBER): |
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136 self.ones += 1 |
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137 self.total += 1 |
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138 firstpass = 0 |
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139 myStr = "[" |
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140 for a in self.data[0:]: |
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141 if firstpass != 0: |
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142 myStr += "," |
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143 firstpass = 1 |
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144 if a >= MIN_TARGET_NUMBER: |
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145 myStr += "<B>" + str(a) + "</B>" |
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146 elif a <= GLITCH_NUMBER: |
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147 myStr += "<i>" + str(a) + "</i>" |
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148 else: |
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149 myStr += str(a) |
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150 myStr += "] " + CheckIfGlitch(self.ones, self.hits, self.total) |
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151 myStr += "Hits: (" + str(self.hits) + ")" |
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152 else: |
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153 myStr = "[] = (0)" |
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154 return myStr |
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155 |
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156 class sr4init(sr4): |
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157 |
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158 def __init__(self,source=[],init_attrib=1,edge=0): |
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159 std.__init__(self,source) |
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160 if init_attrib < 2: |
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161 self.init_attrib = 2 |
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162 else: |
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163 self.init_attrib = init_attrib |
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164 self.dicesides = self[0].sides |
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165 self.hits = 0 |
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166 self.ones = 0 |
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167 self.total = 0 |
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168 if edge: |
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169 self.countEdge(self.dicesides) |
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170 self.countHits(self.dicesides) |
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171 |
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172 |
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173 def __str__(self): |
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174 if len(self.data) > 0: |
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175 firstpass = 0 |
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176 myStr = "[" |
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177 for a in self.data[0:]: |
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178 if firstpass != 0: |
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179 myStr += "," |
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180 firstpass = 1 |
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181 if a >= MIN_TARGET_NUMBER: |
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182 myStr += "<B>" + str(a) + "</B>" |
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183 elif a <= GLITCH_NUMBER: |
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184 myStr += "<i>" + str(a) + "</i>" |
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185 else: |
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186 myStr += str(a) |
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187 myStr += "] " + CheckIfGlitch(self.ones, self.hits, self.total) |
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188 init_score = str(self.init_attrib + self.hits) |
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189 myStr += "InitScore: " + str(self.init_attrib) + "+" |
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190 myStr += str(self.hits) + " = (" + init_score + ")" |
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191 else: |
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192 myStr = "[] = (0)" |
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193 return myStr |
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194 |
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195 class sr4vs(sr4): |
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196 |
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197 def __init__(self,source=[], threshold=1, edge=0): |
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198 std.__init__(self, source) |
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199 if threshold < 0: |
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200 self.threshold = 0 |
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201 else: |
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202 self.threshold = threshold |
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203 self.dicesides = self[0].sides |
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204 self.hits = 0 |
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205 self.ones = 0 |
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206 self.total = 0 |
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207 if edge: |
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208 self.countEdge(self.dicesides) |
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209 self.countHits(self.dicesides) |
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210 |
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211 |
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212 def __str__(self): |
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213 if len(self.data) > 0: |
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214 firstpass = 0 |
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215 myStr = "[" |
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216 for a in self.data[0:]: |
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217 if firstpass != 0: |
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218 myStr += "," |
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219 firstpass = 1 |
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220 if a >= MIN_TARGET_NUMBER: |
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221 myStr += "<B>" + str(a) + "</B>" |
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222 elif a <= GLITCH_NUMBER: |
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223 myStr += "<i>" + str(a) + "</i>" |
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224 else: |
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225 myStr += str(a) |
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226 #myStr += "] Threshold=" + str(self.threshold) |
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227 myStr += "] vs " + str(self.threshold) + " " |
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228 myStr += CheckIfGlitch(self.ones, self.hits, self.total) |
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229 if self.hits >= self.threshold: |
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230 myStr += "*SUCCESS* " |
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231 else: |
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232 myStr += "*FAILURE* " |
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233 myStr += "Hits: (" + str(self.hits) + ")" |
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234 else: |
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235 myStr = "[] = (0)" |
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236 return myStr |
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237 |
71
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Code refining almost completed, for this round. Some included files are still in need of some clean up, but this is test worthy.
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238 |
0
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239 def CheckIfGlitch(ones, hits, total_dice): |
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240 if (ones * 2) >= total_dice: |
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241 if hits >= 1: |
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242 return "*GLITCH* " |
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243 else: |
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244 return "*CRITICAL GLITCH* " |
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245 else: |
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246 return "" |