Mercurial > traipse_dev
diff orpg/dieroller/sr4.py @ 0:4385a7d0efd1 grumpy-goblin
Deleted and repushed it with the 'grumpy-goblin' branch. I forgot a y
author | sirebral |
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date | Tue, 14 Jul 2009 16:41:58 -0500 |
parents | |
children | 449a8900f9ac |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/orpg/dieroller/sr4.py Tue Jul 14 16:41:58 2009 -0500 @@ -0,0 +1,232 @@ +## a vs die roller as used by WOD games +#!/usr/bin/env python +# Copyright (C) 2000-2001 The OpenRPG Project +# +# openrpg-dev@lists.sourceforge.net +# +# This program is free software; you can redistribute it and/or modify +# it under the terms of the GNU General Public License as published by +# the Free Software Foundation; either version 2 of the License, or +# (at your option) any later version. +# +# This program 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 General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with this program; if not, write to the Free Software +# Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. +# -- +# +# File: sr4.py +# Author: Veggiesama, ripped straight from Michael Edwards (AKA akoman) +# Maintainer: +# Version: 1.1 +# +# 1.1: Now with glitch and critical glitch detection! +# 1.1: Cleaned up some of the output to make it simpler. +# +# Description: Modified from the original Shadowrun dieroller by akoman, +# but altered to follow the new Shadowrun 4th Ed dice system. +# +# SR4 VS +# Typing [Xd6.vs(Y)] will roll X dice, checking each die +# roll against the MIN_TARGET_NUMBER (default: 5). If it +# meets or beats it, it counts as a hit. If the total hits +# meet or beat the Y value (threshold), there's a success. +# +# SR4 EDGE VS +# Identical to the above function, except it looks like +# [Xd6.edge(Y)] and follows the "Rule of Six". That rule +# states any roll of 6 is counted as a hit and rerolled +# with a potential to score more hits. The "Edge" bonus +# dice must be included into X. +# +# SR4 INIT +# Typing [Xd6.init(Y)] will roll X dice, checking each +# die for a hit. All hits are added to Y (the init attrib +# of the player), to give an Init Score for the combat. +# +# SR4 EDGE INIT +# Typing [Xd6.initedge(Y)] or [Xd6.edgeinit(Y)] will do +# as above, except adding the possibility of Edge dice. +# +# Note about non-traditional uses: +# - D6's are not required. This script will work with any +# die possible, and the "Rule of Six" will only trigger +# on the highest die roll possible. Not throughly tested. +# - If you want to alter the minimum target number (ex. +# score a hit on a 4, 5, or 6), scroll down and change +# the global value MIN_TARGET_NUMBER to your liking. + +from die import * + +__version__ = "1.1" + +MIN_TARGET_NUMBER = 5 +GLITCH_NUMBER = 1 + +class sr4(std): + def __init__(self,source=[]): + std.__init__(self,source) + self.threshold = None + self.init_attrib = None + + def vs(self,threshold=0): + return sr4vs(self, threshold) + + def edge(self,threshold=0): + return sr4vs(self, threshold, 1) + + def init(self,init_attrib=0): + return sr4init(self, init_attrib) + + def initedge(self,init_attrib=0): + return sr4init(self, init_attrib, 1) + def edgeinit(self,init_attrib=0): + return sr4init(self, init_attrib, 1) + + def countEdge(self,num): + if num <= 1: + self + done = 1 + for i in range(len(self.data)): + if (self.data[i].lastroll() >= num): + # counts every rerolled 6 as a hit + self.hits += 1 + self.data[i].extraroll() + self.total += 1 + done = 0 + elif (self.data[i].lastroll() <= GLITCH_NUMBER): + self.ones += 1 + self.total += 1 + if done: + return self + else: + return self.countEdge(num) + + def countHits(self,num): + for i in range(len(self.data)): + if (self.data[i].lastroll() >= MIN_TARGET_NUMBER): + # (Rule of Six taken into account in countEdge(), not here) + self.hits += 1 + elif (self.data[i].lastroll() <= GLITCH_NUMBER): + self.ones += 1 + self.total += 1 + + def __str__(self): + if len(self.data) > 0: + self.hits = 0 + self.ones = 0 + self.total = 0 + for i in range(len(self.data)): + if (self.data[i].lastroll() >= MIN_TARGET_NUMBER): + self.hits += 1 + elif (self.data[i].lastroll() <= GLITCH_NUMBER): + self.ones += 1 + self.total += 1 + firstpass = 0 + myStr = "[" + for a in self.data[0:]: + if firstpass != 0: + myStr += "," + firstpass = 1 + if a >= MIN_TARGET_NUMBER: + myStr += "<B>" + str(a) + "</B>" + elif a <= GLITCH_NUMBER: + myStr += "<i>" + str(a) + "</i>" + else: + myStr += str(a) + myStr += "] " + CheckIfGlitch(self.ones, self.hits, self.total) + myStr += "Hits: (" + str(self.hits) + ")" + else: + myStr = "[] = (0)" + return myStr + +class sr4init(sr4): + def __init__(self,source=[],init_attrib=1,edge=0): + std.__init__(self,source) + if init_attrib < 2: + self.init_attrib = 2 + else: + self.init_attrib = init_attrib + self.dicesides = self[0].sides + self.hits = 0 + self.ones = 0 + self.total = 0 + if edge: + self.countEdge(self.dicesides) + self.countHits(self.dicesides) + + def __str__(self): + if len(self.data) > 0: + firstpass = 0 + myStr = "[" + for a in self.data[0:]: + if firstpass != 0: + myStr += "," + firstpass = 1 + if a >= MIN_TARGET_NUMBER: + myStr += "<B>" + str(a) + "</B>" + elif a <= GLITCH_NUMBER: + myStr += "<i>" + str(a) + "</i>" + else: + myStr += str(a) + myStr += "] " + CheckIfGlitch(self.ones, self.hits, self.total) + init_score = str(self.init_attrib + self.hits) + myStr += "InitScore: " + str(self.init_attrib) + "+" + myStr += str(self.hits) + " = (" + init_score + ")" + else: + myStr = "[] = (0)" + return myStr + +class sr4vs(sr4): + def __init__(self,source=[], threshold=1, edge=0): + std.__init__(self, source) + if threshold < 0: + self.threshold = 0 + else: + self.threshold = threshold + self.dicesides = self[0].sides + self.hits = 0 + self.ones = 0 + self.total = 0 + if edge: + self.countEdge(self.dicesides) + self.countHits(self.dicesides) + + def __str__(self): + if len(self.data) > 0: + firstpass = 0 + myStr = "[" + for a in self.data[0:]: + if firstpass != 0: + myStr += "," + firstpass = 1 + if a >= MIN_TARGET_NUMBER: + myStr += "<B>" + str(a) + "</B>" + elif a <= GLITCH_NUMBER: + myStr += "<i>" + str(a) + "</i>" + else: + myStr += str(a) + #myStr += "] Threshold=" + str(self.threshold) + myStr += "] vs " + str(self.threshold) + " " + myStr += CheckIfGlitch(self.ones, self.hits, self.total) + if self.hits >= self.threshold: + myStr += "*SUCCESS* " + else: + myStr += "*FAILURE* " + myStr += "Hits: (" + str(self.hits) + ")" + else: + myStr = "[] = (0)" + return myStr + +def CheckIfGlitch(ones, hits, total_dice): + if (ones * 2) >= total_dice: + if hits >= 1: + return "*GLITCH* " + else: + return "*CRITICAL GLITCH* " + else: + return ""