diff orpg/chat/chatwnd.py @ 136:b4e02e8cd314 alpha

Traipse Alpha 'OpenRPG' {091016-00} 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 (Cleaning up for Beta) Added Bookmarks Fix to Remote Admin Commands Minor fix to text based Server Fix to Pretty Print, from Core Fix to Splitter Nodes not being created Fix to massive amounts of images loading, from Core Added 'boot' command to remote admin Added confirmation window for sent nodes Minor changes to allow for portability to an OpenSUSE linux OS Miniatures Layer pop up box allows users to turn off Mini labels, from FlexiRPG Zoom Mouse plugin added Images added to Plugin UI Switching to Element Tree Map efficiency, from FlexiRPG Added Status Bar to Update Manager default_manifest.xml renamed to default_upmana.xml Cleaner clode for saved repositories New TrueDebug Class in orpg_log (See documentation for usage) Mercurial's hgweb folder is ported to upmana **Pretty important update that can help remove thousands of dead children from your gametree. **Children, <forms />, <group_atts />, <horizontal />, <cols />, <rows />, <height />, etc... are all tags now. Check your gametree and look for dead children!! **New Gametree Recusion method, mapping, and context sensitivity. !!Alpha - Watch out for infinite loops!!
author sirebral
date Mon, 16 Nov 2009 19:13:41 -0600
parents 37d26a98883f
children 1ed2feab0db9
line wrap: on
line diff
--- a/orpg/chat/chatwnd.py	Tue Nov 10 13:32:07 2009 -0600
+++ b/orpg/chat/chatwnd.py	Mon Nov 16 19:13:41 2009 -0600
@@ -915,7 +915,6 @@
 
         if self.settings.get_setting('AliasTool_On') == '0': self.toggle_alias('0')
         else: self.toggle_alias('1')
-
     
     def toggle_alias(self, act):
         if act == '0': self.toolbar_sizer.Show(self.aliasSizer, False)
@@ -926,79 +925,62 @@
         self.textpop_lock = createMaskedButton(self, dir_struct["icon"]+'note.gif', 'Open Text View Of Chat Session', wx.ID_ANY, '#bdbdbd')
 
     
-    def build_dice(self):
-        self.numDieText = wx.TextCtrl( self, wx.ID_ANY, "1", size= wx.Size(25, 25), validator=orpg.tools.inputValidator.MathOnlyValidator() )
-        self.dieModText = wx.TextCtrl( self, wx.ID_ANY, "", size= wx.Size(50, 25), validator=orpg.tools.inputValidator.MathOnlyValidator() )
+    def build_dice(self):
+        self.diceSizer = wx.BoxSizer(wx.HORIZONTAL)
+        self.numDieText = wx.TextCtrl( self, wx.ID_ANY, "1", 
+                                    size= wx.Size(25, 25), validator=orpg.tools.inputValidator.MathOnlyValidator() )
+        self.dieModText = wx.TextCtrl( self, wx.ID_ANY, "", 
+                                    size= wx.Size(50, 25), validator=orpg.tools.inputValidator.MathOnlyValidator() )
         self.d4Button = createMaskedButton(self, dir_struct["icon"]+'b_d4.gif', 'Roll d4', wx.ID_ANY)
         self.d6Button = createMaskedButton(self, dir_struct["icon"]+'b_d6.gif', 'Roll d6', wx.ID_ANY)
         self.d8Button = createMaskedButton(self, dir_struct["icon"]+'b_d8.gif', 'Roll d8', wx.ID_ANY)
         self.d10Button = createMaskedButton(self, dir_struct["icon"]+'b_d10.gif', 'Roll d10', wx.ID_ANY)
         self.d12Button = createMaskedButton(self, dir_struct["icon"]+'b_d12.gif', 'Roll d12', wx.ID_ANY)
         self.d20Button = createMaskedButton(self, dir_struct["icon"]+'b_d20.gif', 'Roll d20', wx.ID_ANY)
-        self.d100Button = createMaskedButton(self, dir_struct["icon"]+'b_d100.gif', 'Roll d100', wx.ID_ANY)
-        self.toolbar_sizer.Add( self.numDieText, 0, wx.ALIGN_CENTER | wx.EXPAND)
-        self.toolbar_sizer.Add( self.d4Button, 0 ,wx.EXPAND)
-        self.toolbar_sizer.Add( self.d6Button, 0 ,wx.EXPAND)
-        self.toolbar_sizer.Add( self.d8Button, 0 ,wx.EXPAND)
-        self.toolbar_sizer.Add( self.d10Button, 0 ,wx.EXPAND)
-        self.toolbar_sizer.Add( self.d12Button, 0 ,wx.EXPAND)
-        self.toolbar_sizer.Add( self.d20Button, 0 ,wx.EXPAND)
-        self.toolbar_sizer.Add( self.d100Button, 0 ,wx.EXPAND)
-        self.toolbar_sizer.Add( self.dieModText, 0, wx.ALIGN_CENTER, 5 )
+        self.d100Button = createMaskedButton(self, dir_struct["icon"]+'b_d100.gif', 'Roll d100', wx.ID_ANY)
+
+        self.diceSizer.Add( self.numDieText, 0, wx.ALIGN_CENTER | wx.EXPAND)
+        self.diceSizer.Add( self.d4Button, 0 ,wx.EXPAND)
+        self.diceSizer.Add( self.d6Button, 0 ,wx.EXPAND)
+        self.diceSizer.Add( self.d8Button, 0 ,wx.EXPAND)
+        self.diceSizer.Add( self.d10Button, 0 ,wx.EXPAND)
+        self.diceSizer.Add( self.d12Button, 0 ,wx.EXPAND)
+        self.diceSizer.Add( self.d20Button, 0 ,wx.EXPAND)
+        self.diceSizer.Add( self.d100Button, 0 ,wx.EXPAND)
+        self.diceSizer.Add( self.dieModText, 0, wx.ALIGN_CENTER, 5 )
+
+        self.toolbar_sizer.Add( self.diceSizer, 0, wx.EXPAND)
         if self.settings.get_setting('DiceButtons_On') == '0': self.toggle_dice('0')
         else: self.toggle_dice('1')
 
     
     def toggle_dice(self, act):
-        if act == '0':
-            self.toolbar_sizer.Show(self.numDieText, False)
-            self.toolbar_sizer.Show(self.d4Button, False)
-            self.toolbar_sizer.Show(self.d6Button, False)
-            self.toolbar_sizer.Show(self.d8Button, False)
-            self.toolbar_sizer.Show(self.d10Button, False)
-            self.toolbar_sizer.Show(self.d12Button, False)
-            self.toolbar_sizer.Show(self.d20Button, False)
-            self.toolbar_sizer.Show(self.d100Button, False)
-            self.toolbar_sizer.Show(self.dieModText, False)
-            self.toolbar_sizer.Layout()
-        else:
-            self.toolbar_sizer.Show(self.numDieText, True)
-            self.toolbar_sizer.Show(self.d4Button, True)
-            self.toolbar_sizer.Show(self.d6Button, True)
-            self.toolbar_sizer.Show(self.d8Button, True)
-            self.toolbar_sizer.Show(self.d10Button, True)
-            self.toolbar_sizer.Show(self.d12Button, True)
-            self.toolbar_sizer.Show(self.d20Button, True)
-            self.toolbar_sizer.Show(self.d100Button, True)
-            self.toolbar_sizer.Show(self.dieModText, True)
-            self.toolbar_sizer.Layout()
+        if act == '0': self.toolbar_sizer.Show(self.diceSizer, False)
+        else: self.toolbar_sizer.Show(self.diceSizer, True)
+        self.toolbar_sizer.Layout()
 
     
-    def build_formating(self):
+    def build_formating(self):
+        self.formatSizer = wx.BoxSizer(wx.HORIZONTAL)
         self.boldButton = createMaskedButton( self, dir_struct["icon"]+'bold.gif', 
                                                             'Make the selected text Bold', wx.ID_ANY, '#bdbdbd')
         self.italicButton = createMaskedButton( self, dir_struct["icon"]+'italic.gif', 
                                                             'Italicize the selected text', wx.ID_ANY, '#bdbdbd' )
         self.underlineButton = createMaskedButton( self, dir_struct["icon"]+'underlined.gif', 
-                                                            'Underline the selected text', wx.ID_ANY, '#bdbdbd' )
-        self.toolbar_sizer.Add( self.boldButton, 0, wx.EXPAND )
-        self.toolbar_sizer.Add( self.italicButton, 0, wx.EXPAND )
-        self.toolbar_sizer.Add( self.underlineButton, 0, wx.EXPAND )
+                                                            'Underline the selected text', wx.ID_ANY, '#bdbdbd' )
+
+        self.formatSizer.Add( self.boldButton, 0, wx.EXPAND )
+        self.formatSizer.Add( self.italicButton, 0, wx.EXPAND )
+        self.formatSizer.Add( self.underlineButton, 0, wx.EXPAND )
+        self.toolbar_sizer.Add( self.formatSizer, 0, wx.EXPAND )
         if self.settings.get_setting('FormattingButtons_On') == '0': self.toggle_formating('0')
         else: self.toggle_formating('1')
 
     
     def toggle_formating(self, act):
-        if act == '0':
-            self.toolbar_sizer.Show(self.boldButton, False)
-            self.toolbar_sizer.Show(self.italicButton, False)
-            self.toolbar_sizer.Show(self.underlineButton, False)
-            self.toolbar_sizer.Layout()
-        else:
-            self.toolbar_sizer.Show(self.boldButton, True)
-            self.toolbar_sizer.Show(self.italicButton, True)
-            self.toolbar_sizer.Show(self.underlineButton, True)
-            self.toolbar_sizer.Layout()
+        if act == '0': self.toolbar_sizer.Show(self.formatSizer, False)
+        else: self.toolbar_sizer.Show(self.formatSizer, True)
+        self.toolbar_sizer.Layout()
 
     # Heroman - Ideally, we would use static labels...
     
@@ -1075,7 +1057,7 @@
         if self.lastSend:                          #  This will be zero when not typing, so equiv to if is_typing
             thisTime = time.time()                 #  thisTime is a local temp variable
             if (thisTime - self.lastPress) > 4:    #  Check to see if it's been 5 seconds since our last keystroke
-                                               #    If we're not already typing, then self.lastSend will be 0
+                                                   #  If we're not already typing, then self.lastSend will be 0
 
                 self.sendTyping(0)                 #  send a typing event here (0 for False)
     #  This subroutine actually takes care of sending the messages for typing/not_typing events
@@ -1926,15 +1908,100 @@
             for child in child_list:
                 if step == depth: break
                 if child.get('name') == path[step]:
-                    node = child
-                    step += 1
-                    self.resolve_loop(node, path, step, depth)
+                    node = child
+                    step += 1
+                    if node.get('class') in ('dnd35char_handler', "SWd20char_handler", "d20char_handler", "dnd3echar_handler"): self.resolve_cust_loop(node, path, step, depth)
+                    else: self.resolve_loop(node, path, step, depth)
+
+    def resolve_cust_loop(self, node, path, step, depth):
+        node_class = node.get('class')
+        if step == depth:
+            self.resolution(node)
+
+        ##Build Abilities dictionary##
+        if node_class not in ('d20char_handler', "SWd20char_handler"): ab = node.find('character').find('abilities')
+        else: ab = node.find('abilities')
+        ab_list = ab.findall('stat'); pc_stats = {}
+
+        for ability in ab_list:
+            pc_stats[ability.get('name')] = ( str(ability.get('base')), str((int(ability.get('base'))-10)/2) )
+            pc_stats[ability.get('abbr')] = ( str(ability.get('base')), str((int(ability.get('base'))-10)/2) )
+
+        if node_class not in ('d20char_handler', "SWd20char_handler"): ab = node.find('character').find('saves')
+        else: ab = node.find('saves')
+        ab_list = ab.findall('save')
+
+        for save in ab_list:
+            pc_stats[save.get('name')] = ( str(save.get('base')), str(int(save.get('magmod')) + int(save.get('miscmod')) + int(pc_stats[save.get('stat')][1]) ) )
+            if save.get('name') == 'Fortitude': abbr = 'Fort'
+            if save.get('name') == 'Reflex': abbr = 'Ref'
+            if save.get('name') == 'Will': abbr = 'Will'
+            pc_stats[abbr] = ( str(save.get('base')), str(int(save.get('magmod')) + int(save.get('miscmod')) + int(pc_stats[save.get('stat')][1]) ) )
+
+        if path[step] == 'Skill':
+            if node_class not in ('d20char_handler', "SWd20char_handler"): node = node.find('snf')
+            node = node.find('skills')
+            child_list = node.findall('skill')
+            for child in child_list:
+                if path[step+1] == child.get('name'):
+                    if step+2 == depth: self.data = child.get('rank')
+                    elif path[step+2] == 'Check':
+                        self.data = 'Skill Check: ' + child.get('name') + ' [1d20+'+str( int(child.get('rank')) + int(pc_stats[child.get('stat')][1]) )+']'
+            return
+
+        if path[step] == 'Feat':
+            if node_class not in ('d20char_handler', "SWd20char_handler"): node = node.find('snf')
+            node = node.find('feats')
+            child_list = node.findall('feat')
+            for child in child_list:
+                if path[step+1] == child.get('name'):
+                    if step+2 == depth: self.data = child.get('name') + ': ' + child.get('desc')
+            return
+
+        if path[step] == 'Cast':
+            if node_class not in ('d20char_handler', "SWd20char_handler"): node = node.find('snp')
+            node = node.find('spells')
+            child_list = node.findall('spell')
+            for child in child_list:
+                if path[step+1] == child.get('name'):
+                    if step+2 == depth: self.data = child.get('name') + ': ' + child.get('desc')
+            return
+
+        if path[step] == 'Attack':
+            if node_class not in ('d20char_handler', "SWd20char_handler"): node = node.find('combat')
+            if path[step+1] == 'Melee' or path[step+1] == 'M':
+                bonus = node.find('attacks')
+                bonus = bonus.find('melee')
+                bonus = bonus.attrib; d = 0
+            elif path[step+1] == 'Ranged' or path[step+1] == 'R':
+                bonus = node.find('attacks')
+                bonus = bonus.find('ranged')
+                bonus = bonus.attrib; d = 0
+            for b in bonus:
+                d += int(bonus[b])
+            bonus = str(d)
+            if path[step+2] == None:
+                self.data = bonus
+            else:
+                weapons = node.find('attacks')
+                weapons = weapons.findall('weapon')
+                for child in weapons:
+                    if path[step+2] == child.get('name'):
+                        self.data = 'Attack: '+child.get('name')+' [1d20+'+bonus+'] ' + 'Damage: ['+child.get('damage')+']'
+            return
+
+        elif pc_stats.has_key(path[step]):
+            if step+1 == depth: self.data = pc_stats[path[step]][0] + ' +('+pc_stats[path[step]][1]+')'
+            elif path[step+1] == 'Mod': self.data = pc_stats[path[step]][1]
+            elif path[step+1] == 'Check': self.data = path[step] + ' Check: [1d20+' + str(pc_stats[path[step]][1]) +']'
+            return
+
 
     def resolution(self, node):
         if self.passed == False:
             self.passed = True
             if node.get('class') == 'textctrl_handler': self.data = str(node.find('text').text)
-            else: self.data = 'Nodehandler for '+ node.get('class') + ' not done!' or 'No Data!'
+            else: self.data = 'Nodehandler for '+ node.get('class') + ' not done!' or 'Invalid Reference!'
         else:
             self.data = ''
             pass
@@ -1945,7 +2012,6 @@
         cur_loc = 0
         reg = re.compile("(!!(.*?)!!)")
         matches = reg.findall(s)
-        print matches
         for i in xrange(0,len(matches)):
             newstr = txt = '!@' + node.get('map') + '::' + matches[i][1] + '@!'
             s = s.replace(matches[i][0], newstr, 1)
@@ -1954,13 +2020,12 @@
 
     def resolve_nodes(self, s):
         self.passed = False
-        self.data = 'No Data!'
+        self.data = 'Invalid Reference!'
         value = ""
         path = s.split('::')
         depth = len(path)
-        self.gametree = component.get('tree')
-        dom = self.gametree.xml_root.getchildren()
-        for node in dom:
-            if node.get('name') == path[0]:
-                self.resolve_loop(node, path, 1, len(path))
+        self.gametree = component.get('tree')
+        node = self.gametree.tree_map[path[0]]['node']
+        if node.get('class') in ('dnd35char_handler', "SWd20char_handler", "d20char_handler", "dnd3echar_handler"): self.resolve_cust_loop(node, path, 1, depth)
+        else: self.resolve_loop(node, path, 1, depth)
         return self.data