annotate orpg/dieroller/sr4.py @ 38:a35f41ebd04e traipse_dev

Moving into Update Manager 0.5 as I reveresed the button dictionaries and found a way to iterate buttons and know which button was pressed. Refresh button prints out a number, no other changes.
author sirebral
date Wed, 05 Aug 2009 07:47:44 -0500
parents 4385a7d0efd1
children 449a8900f9ac
rev   line source
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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 def __init__(self,source=[]):
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72 std.__init__(self,source)
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73 self.threshold = None
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74 self.init_attrib = None
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75
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76 def vs(self,threshold=0):
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77 return sr4vs(self, threshold)
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78
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79 def edge(self,threshold=0):
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80 return sr4vs(self, threshold, 1)
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81
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82 def init(self,init_attrib=0):
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83 return sr4init(self, init_attrib)
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84
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85 def initedge(self,init_attrib=0):
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86 return sr4init(self, init_attrib, 1)
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87 def edgeinit(self,init_attrib=0):
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88 return sr4init(self, init_attrib, 1)
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89
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90 def countEdge(self,num):
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91 if num <= 1:
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92 self
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93 done = 1
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94 for i in range(len(self.data)):
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95 if (self.data[i].lastroll() >= num):
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96 # counts every rerolled 6 as a hit
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97 self.hits += 1
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98 self.data[i].extraroll()
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99 self.total += 1
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100 done = 0
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101 elif (self.data[i].lastroll() <= GLITCH_NUMBER):
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102 self.ones += 1
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103 self.total += 1
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104 if done:
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105 return self
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106 else:
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107 return self.countEdge(num)
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108
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109 def countHits(self,num):
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110 for i in range(len(self.data)):
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111 if (self.data[i].lastroll() >= MIN_TARGET_NUMBER):
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112 # (Rule of Six taken into account in countEdge(), not here)
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113 self.hits += 1
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114 elif (self.data[i].lastroll() <= GLITCH_NUMBER):
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115 self.ones += 1
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116 self.total += 1
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117
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118 def __str__(self):
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119 if len(self.data) > 0:
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120 self.hits = 0
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121 self.ones = 0
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122 self.total = 0
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123 for i in range(len(self.data)):
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124 if (self.data[i].lastroll() >= MIN_TARGET_NUMBER):
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125 self.hits += 1
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126 elif (self.data[i].lastroll() <= GLITCH_NUMBER):
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127 self.ones += 1
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128 self.total += 1
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129 firstpass = 0
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130 myStr = "["
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131 for a in self.data[0:]:
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132 if firstpass != 0:
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133 myStr += ","
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134 firstpass = 1
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135 if a >= MIN_TARGET_NUMBER:
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136 myStr += "<B>" + str(a) + "</B>"
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137 elif a <= GLITCH_NUMBER:
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138 myStr += "<i>" + str(a) + "</i>"
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139 else:
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140 myStr += str(a)
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141 myStr += "] " + CheckIfGlitch(self.ones, self.hits, self.total)
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142 myStr += "Hits: (" + str(self.hits) + ")"
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143 else:
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144 myStr = "[] = (0)"
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145 return myStr
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146
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147 class sr4init(sr4):
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148 def __init__(self,source=[],init_attrib=1,edge=0):
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149 std.__init__(self,source)
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150 if init_attrib < 2:
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151 self.init_attrib = 2
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152 else:
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153 self.init_attrib = init_attrib
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154 self.dicesides = self[0].sides
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155 self.hits = 0
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156 self.ones = 0
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157 self.total = 0
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158 if edge:
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159 self.countEdge(self.dicesides)
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160 self.countHits(self.dicesides)
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161
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162 def __str__(self):
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163 if len(self.data) > 0:
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164 firstpass = 0
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165 myStr = "["
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166 for a in self.data[0:]:
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167 if firstpass != 0:
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168 myStr += ","
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169 firstpass = 1
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170 if a >= MIN_TARGET_NUMBER:
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171 myStr += "<B>" + str(a) + "</B>"
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172 elif a <= GLITCH_NUMBER:
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173 myStr += "<i>" + str(a) + "</i>"
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174 else:
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175 myStr += str(a)
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176 myStr += "] " + CheckIfGlitch(self.ones, self.hits, self.total)
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177 init_score = str(self.init_attrib + self.hits)
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178 myStr += "InitScore: " + str(self.init_attrib) + "+"
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179 myStr += str(self.hits) + " = (" + init_score + ")"
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180 else:
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181 myStr = "[] = (0)"
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182 return myStr
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183
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184 class sr4vs(sr4):
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185 def __init__(self,source=[], threshold=1, edge=0):
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186 std.__init__(self, source)
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187 if threshold < 0:
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188 self.threshold = 0
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189 else:
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190 self.threshold = threshold
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191 self.dicesides = self[0].sides
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192 self.hits = 0
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193 self.ones = 0
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194 self.total = 0
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195 if edge:
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196 self.countEdge(self.dicesides)
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197 self.countHits(self.dicesides)
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198
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199 def __str__(self):
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200 if len(self.data) > 0:
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201 firstpass = 0
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202 myStr = "["
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203 for a in self.data[0:]:
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204 if firstpass != 0:
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205 myStr += ","
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206 firstpass = 1
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207 if a >= MIN_TARGET_NUMBER:
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208 myStr += "<B>" + str(a) + "</B>"
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209 elif a <= GLITCH_NUMBER:
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210 myStr += "<i>" + str(a) + "</i>"
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211 else:
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212 myStr += str(a)
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213 #myStr += "] Threshold=" + str(self.threshold)
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214 myStr += "] vs " + str(self.threshold) + " "
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215 myStr += CheckIfGlitch(self.ones, self.hits, self.total)
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216 if self.hits >= self.threshold:
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217 myStr += "*SUCCESS* "
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218 else:
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219 myStr += "*FAILURE* "
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220 myStr += "Hits: (" + str(self.hits) + ")"
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221 else:
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222 myStr = "[] = (0)"
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223 return myStr
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224
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225 def CheckIfGlitch(ones, hits, total_dice):
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226 if (ones * 2) >= total_dice:
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227 if hits >= 1:
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228 return "*GLITCH* "
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229 else:
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230 return "*CRITICAL GLITCH* "
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231 else:
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232 return ""