comparison orpg/dieroller/rollers/alternity.py @ 195:b633f4c64aae alpha

Traipse Alpha 'OpenRPG' {100219-00} 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 (Patch-2) New Features: New Namespace method with two new syntaxes Fixes: Fix to Server GUI startup errors Fix to Server GUI Rooms tab updating Fix to Chat and Settings if non existant die roller is picked Fix to Dieroller and .open() used with .vs(). Successes are correctly calculated Fix to Alias Lib's Export to Tree, Open, Save features Fix to alias node, now works properly Fix to Splitter node, minor GUI cleanup
author sirebral
date Sat, 24 Apr 2010 08:37:20 -0500
parents 5c9a118476b2
children
comparison
equal deleted inserted replaced
182:4b2884f29a72 195:b633f4c64aae
22 # 22 #
23 # Traipse Release: 23 # Traipse Release:
24 # The changes made in the Traipe release are intended to create a more direct connection 24 # The changes made in the Traipe release are intended to create a more direct connection
25 # between the source and the intrepretor. IF, ELIF statements have been replaced with dictionaries, 25 # between the source and the intrepretor. IF, ELIF statements have been replaced with dictionaries,
26 # unused objects have been replace with re-usable objects, and the code has been condensed. 26 # unused objects have been replace with re-usable objects, and the code has been condensed.
27 27 #
28 # SEG: JAN 24 2010 - v.1.4 O'Flux Release:
29 # Edits & Additions: fixed a few minor bugs; Damage roll & Display Issues.
30 # Added Secondary Damage Calculation and Display. Fix all errors.
31 # Added proper results for Critcal Successes with failure ==> final Result Ordinary Success
32 # Removed reduntent Method to make parent class true with all others working as child.
33 # Made all special output same colour codes font size. Cleaned out old commented lines.
34 # Tested for Traipse on Win 7
35 #
36 # Skill Check Example:
37 # [1d20.sk(12,-2)]
38 # OUTPUT Example:
39 # => [6,-3] = (3) AMAZING Success
40 #
41 # Pistol, Laser; 0 step -- Attack Example:
42 # [1d20.at(12,0,(1d4+1,"w"),(1d6+1,"w"),(1d4,"m"))]
43 # OUTPUT Example:
44 # => [1,0] = (1) CRITICAL SUCCESS AMAZING HIT
45 # ===> Damage [4] = (4) mortal ======> Secondary Damage (2) stun / (2) wound
46 #
47 # Action Check Example:
48 # [1d20.ac(14,-1)]
49 # OUTPUT Example:
50 # => ACTION CHECK : [18,-3] = (15) Marginal failure
51 # -1 Step make up bonus next Action Check
52 #
53 #
28 54
29 import re 55 import re
30 56
31 from std import std 57 from std import std
32 from time import time, clock 58 from time import time, clock
33 from orpg.dieroller.base import di, die_base, die_rollers 59 from orpg.dieroller.base import di, die_base, die_rollers
60
61 ##from orpg.tools.orpg_log import debug
62
34 63
35 __version__ = "$Id: alternity.py,v 0.1 2003/01/02 12:00:00 cchriss Exp $" 64 __version__ = "$Id: alternity.py,v 0.1 2003/01/02 12:00:00 cchriss Exp $"
36 65
37 # Alternity stands for "Alternity system" 20 sided die plus mods 66 # Alternity stands for "Alternity system" 20 sided die plus mods
38 67
46 def sk(self,score,mod): 75 def sk(self,score,mod):
47 return sk(self,score,mod) 76 return sk(self,score,mod)
48 77
49 def at(self,score,mod,dmgo,dmgg,dmga): 78 def at(self,score,mod,dmgo,dmgg,dmga):
50 return at(self,score,mod,dmgo,dmgg,dmga) 79 return at(self,score,mod,dmgo,dmgg,dmga)
80
81 def ac(self,score,mod):
82 return ac(self,score,mod)
51 83
52 die_rollers.register(alternity) 84 die_rollers.register(alternity)
53 85
54 class sk(std): 86 class sk(std):
55 def __init__(self,source=[],sc="10/5/2",mod=0): 87 def __init__(self,source=[],sc="10/5/2",mod=0):
58 self.score = int( m.group(0) ) 90 self.score = int( m.group(0) )
59 self.mod = mod 91 self.mod = mod
60 92
61 def getMod(self,mod=0): 93 def getMod(self,mod=0):
62 m=0 94 m=0
63 mods = { -4: -di(12), -3: -di(8), -2: -di(6), -1: -di(4), 1: -di(4), 95 mods = { -4: -di(12), -3: -di(8), -2: -di(6), -1: -di(4), 1: di(4),
64 2: di(6), 3: di(8), 4: di(12), 5: di(20)} 96 2: di(6), 3: di(8), 4: di(12), 5: di(20)} # SEG fix 1: di(4) #
65 if mod in mods.keys(): m = mods[mod].value 97 if mod in mods.keys(): m = mods[mod].value
66 elif mod <= -5: m=-di(20).value 98 elif mod <= -5: m=-di(20).value
67 elif mod == 6: m=di(20).value + di(20).value 99 elif mod == 6: m=di(20).value + di(20).value
68 elif mod >= 7: m=di(20).value + di(20).value + di(20).value 100 elif mod >= 7: m=di(20).value + di(20).value + di(20).value
69 return m 101 return m
70 102
71 def getRolLStr(self): 103 def getRolLStr(self):
72 myStr = "[" + str(self.data[0]) 104 myStr = "[" + str(self.data[0])
73 self.d20 = self.sum() 105 self.d20 = self.sum()
74 amod = self.getMod(self.mod) 106 self.amod = self.getMod(self.mod)
75 self.dieRoll = self.d20 + amod 107
108 ## varN = "self.amod"
109 ## debug(varN)
110 ## debug(self.amod) ## seg added debug output
111
112 self.dieRoll = self.d20 + self.amod
76 for a in self.data[1:]: 113 for a in self.data[1:]:
77 myStr += "," 114 myStr += ","
78 myStr += str(a) 115 myStr += str(a)
79 myStr += "," + str(amod) + "] = (" + str(self.dieRoll) + ")" 116 myStr += "," + str(self.amod) + "] = (" + str(self.dieRoll) + ")"
80 if ( self.d20 == 1 ): self.success = 'CS'
81 if ( self.dieRoll <= self.score / 4 ): self.success = 'A' 117 if ( self.dieRoll <= self.score / 4 ): self.success = 'A'
82 elif ( self.dieRoll <= self.score / 2 ): self.success = 'G' 118 elif ( self.dieRoll <= self.score / 2 ): self.success = 'G'
83 elif ( self.dieRoll <= self.score ): self.success = 'O' 119 elif ( self.dieRoll <= self.score ): self.success = 'O'
84 else: self.success = 'F' 120 else: self.success = 'F'
85 if ( self.d20 == 20 ): self.success = 'CF' 121 if ( self.d20 == 20 ): self.success = 'CF'
86 return myStr 122 return myStr
87 123
88 def __str__(self): 124 def __str__(self):
89 myStr = self.getRolLStr() 125 myStr = self.getRolLStr()
90 successes = {'CS': " <b><font color='#00aa00'>CRITICAL SUCCESS</font></b>", 126
91 'CF': " <b><font color='#ff0000'>CRITICAL FAILURE</font></b>", 127 ## varN = "myStr"
92 'A': " <b>AMAZING Success</b>", 128 ## debug(varN)
93 'G': " <b>Good Success</b>", 129 ## debug(myStr) ## seg added debug output
94 'O': " <b>Ordinary Success</b>", 130
95 'F': " <b>failure</b>"} 131 successes = {'CS': " <b><font size=2 color='#8D38C9'>CRITICAL SUCCESS</font></b>",
132 'CF': " <b><font size=2 color='#151B54'>CRITICAL FAILURE</font></b>",
133 'A': " <b><font size=2 color='#E42217'>AMAZING Success</font></b>",
134 'G': " <b><font size=2 color='#306EFF'>Good Success</font></b>",
135 'O': " <b><font size=2 color='#52D017'>Ordinary Success</font></b>",
136 'F': " <b><font size=2 color='#41627E'>failure</font></b>"}
137
138 if ( self.d20 == 1 ): myStr += successes['CS'] # SEG Dec 19 2009
96 myStr += successes[self.success] 139 myStr += successes[self.success]
140 if ( self.d20 == 1 ) and (self.success == 'F') :
141 myStr += " final result ==> "
142 myStr += successes['O'] # SEG JAN 23 2010
97 return myStr 143 return myStr
98 144
99 class at(sk): 145 class at(sk):
100 ## Traipse Usage: The source I received had the damage rolls like this 1d6s, with the damage type a 146 ## Traipse Usage: The source I received had the damage rolls like this 1d6s, with the damage type a
101 ## letter that could be sliced from the roll. However, the roll is parsed before the letter can be 147 ## letter that could be sliced from the roll. However, the roll is parsed before the letter can be
102 ## sliced from it, and with the letter attached it created an error. 148 ## sliced from it, and with the letter attached it created an error.
103 ## 149 ##
104 ## The Traipse method puts the damage type and the damage roll into a Tuple, ie (1d6, 's'). 150 ## The Traipse method puts the damage type and the damage roll into a Tuple, ie (1d6, 's').
105 ## When uing this method you must include single or double quoutes around the damage type or the 151 ## When using this method you must include single or double quoutes around the damage type or the
106 ## software will treat it as an object. 152 ## software will treat it as an object.
153
107 def __init__(self,source=[],sc=10, mod=0, dmgo="(1d6, 's')",dmgg="(1d6, 'w')",dmga="(1d6, 'm')"): 154 def __init__(self,source=[],sc=10, mod=0, dmgo="(1d6, 's')",dmgg="(1d6, 'w')",dmga="(1d6, 'm')"):
108 sk.__init__(self,source,sc,mod) 155 sk.__init__(self,source,sc,mod)
109 self.dmgo = dmgo 156 self.dmgo = dmgo
110 self.dmgg = dmgg 157 self.dmgg = dmgg
111 self.dmga = dmga 158 self.dmga = dmga
112 159
113 def getdmg(self,dmgroll): 160 def getdmg(self,dmgroll):
114 astr = "===> Damage " 161 astr = "<b>===></b> Damage "
115 droll = str(dmgroll[0]) 162 droll = str(dmgroll[0])
163 xyz = droll.split('(')
164 secD = (int(xyz[1][:-1])/2) ## SEG* Calculate Secondary Damage
165
166 ## varN = "secD"
167 ## debug(varN)
168 ## debug(secD) ## seg added debug output
169
116 dtype = dmgroll[1] 170 dtype = dmgroll[1]
117 astr += droll 171 astr += droll
118 if dtype=="s": astr += " stun" 172 if dtype=="s": astr += " <b><font size=2 color='#52D017'>stun</font></b><BR>"
119 elif dtype=="w": astr += " wound" 173 elif dtype=="w":
120 elif dtype=="m":astr += " mortal" 174 astr += " <b><font size=2 color='#C11B17'>wound</font></b>"+" <b>======></b> Secondary Damage ("+str(secD) \
175 +") <b><font size=2 color='#52D017'>stun</font></b><BR>" # SEG* Display Secondary Damage
176 elif dtype=="m":
177 astr += " <b><font size=2 color='#FF0000'>mortal</font></b>"+" <b>======></b> Secondary Damage ("+str(secD) \
178 +") <b><font size=2 color='#52D017'>stun</font></b>"+" <b>/</b> ("+str(secD)+") <b><font size=2 color='#C11B17'>wound</font></b><BR>" # SEG* Display Secondary Damage
121 return astr 179 return astr
122 180
123 def __str__(self): 181 def __str__(self):
124 myStr = self.getRolLStr() 182 myStr = self.getRolLStr()
125 successes = {'CS': " <b><font color='#00aa00'>CRITICAL SUCCESS</font></b>", 183
126 'CF': " <b><font color='#ff0000'>CRITICAL FAILURE</font></b>", 184 ## varN = "myStr"
127 'A': " <b><font color='#00aa00'>AMAZING HIT</font></b> ", 185 ## debug(varN)
128 'G': " <b>Good HIT</b> ", 186 ## debug(myStr) ## seg added debug output
129 'O': " <b>Ordinary HIT</b> ", 187
130 'F': " <b>miss</b>"} 188 successes = {'CS': " <b><font size=2 color='#8D38C9'>CRITICAL SUCCESS</font></b>",
189 'CF': " <b><font size=2 color='#151B54'>CRITICAL FAILURE</font></b>",
190 'A': " <b><font size=2 color='#E42217'>AMAZING HIT</font></b><BR> ",
191 'G': " <b><font size=2 color='#306EFF'>Good HIT</font></b><BR> ",
192 'O': " <b><font size=2 color='#52D017'>Ordinary HIT</font></b><BR> ",
193 'F': " <b><font size=2 color='#41627E'>miss</font></b>"}
194 if ( self.d20 == 1 ):
195 myStr += successes['CS'] # SEG Dec 19 2009
196
197 if ( self.d20 == 1 ) and (self.success == 'F') :
198 myStr += successes['F'] # SEG JAN 23 2010
199 myStr += " final result ==> "
200 self.success = 'O'
201
131 myStr += successes[self.success] 202 myStr += successes[self.success]
132 if self.success == 'A': myStr += self.getdmg(self.dmga) 203 if self.success == 'A': myStr += self.getdmg(self.dmga)
133 elif self.success == 'G': myStr += self.getdmg(self.dmgg) 204 elif self.success == 'G': myStr += self.getdmg(self.dmgg)
134 elif self.success == 'O': myStr += self.getdmg(self.dmgo) 205 elif self.success == 'O': myStr += self.getdmg(self.dmgo)
135 return myStr 206 return myStr
136 207
208 class ac(sk):
209 def __init__(self,source=[],sc=10,mod=0):
210 sk.__init__(self,source,sc,mod)
211
212 def __str__(self):
213 myStr = self.getRolLStr()
214
215 ## varN = "myStr"
216 ## debug(varN)
217 ## debug(myStr) ## seg added debug output
218
219 myStr = " <b><font color='#E42217'>ACTION CHECK : </font></b>"+myStr
220 successes = {'CS': " <b><font size=2 color='#8D38C9'>CRITICAL SUCCESS</font></b>",
221 'CF': " <b><font size=2 color='#151B54'>CRITICAL FAILURE</font></b><BR> -2 Step make up bonus next Action Check",
222 'A': " <b><font size=2 color='#E42217'>AMAZING Success</font></b>",
223 'G': " <b><font size=2 color='#306EFF'>Good Success</font></b>",
224 'O': " <b><font size=2 color='#52D017'>Ordinary Success</font></b>",
225 'F': " <b><font size=2 color='#41627E'>Marginal failure</font></b>"}
226 if ( self.d20 == 1 ): myStr += successes['CS'] # SEG Dec 19 2009
227 myStr += successes[self.success]
228 if ( self.d20 == 1 ) and (self.success == 'F') :
229 myStr += " final result ==> "
230 myStr += successes['O'] # SEG JAN 23 2010
231 if ( self.d20 != 1 ) and (self.success == 'F') :
232 myStr += "<BR> -1 Step make up bonus next Action Check"
233
234 return myStr
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