Mercurial > traipse_dev
diff orpg/dieroller/shadowrun.py @ 155:bf799efe7a8a alpha
Traipse Alpha 'OpenRPG' {091125-02}
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 Recursion method, mapping, and context sensitivity. !Infinite Loops
return error instead of freezing the software!
New Syntax added for custom PC sheets
Tip of the Day added, from Core and community
Fixed Whiteboard ID to prevent random line or text deleting. Modified ID's to
prevent non updated clients from ruining the fix.
author | sirebral |
---|---|
date | Wed, 25 Nov 2009 12:32:34 -0600 |
parents | 449a8900f9ac |
children |
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--- a/orpg/dieroller/shadowrun.py Wed Nov 25 06:50:52 2009 -0600 +++ b/orpg/dieroller/shadowrun.py Wed Nov 25 12:32:34 2009 -0600 @@ -1,151 +1,151 @@ -## 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: shadowrun.py -# Author: Michael Edwards (AKA akoman) -# Maintainer: -# Version: 1.0 -# -# Description: A modified form of the World of Darkness die roller to -# conform to ShadowRun rules-sets. Thanks to the ORPG team -# for the original die rollers. -# Thanks to tdb30_ for letting me think out loud with him. -# I take my hint from the HERO dieroller: It creates for wildly variant options -# Further, .vs and .open do not work together in any logical way. One method of -# chaining them results in a [Bad Dice Format] and the other results in a standard -# output from calling .open() - -# vs is a classic 'comparison' method function, with one difference. It uses a -# c&p'ed .open(int) from die.py but makes sure that once the target has been exceeded -# then it stops rerolling. The overhead from additional boolean checking is probably -# greater than the gains from not over-rolling. The behaviour is in-line with -# Shadowrun Third Edition which recommends not rolling once you've exceeded the target -# open is an override of .open(int) in die.py. The reason is pretty simple. In die.py open -# refers to 'open-ended rolling' whereas in Shadowrun it refers to an 'Open Test' where -# the objective is to find the highest die total out of rolled dice. This is then generally -# used as the target in a 'Success Test' (for which .vs functions) -from die import * +## 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: shadowrun.py +# Author: Michael Edwards (AKA akoman) +# Maintainer: +# Version: 1.0 +# +# Description: A modified form of the World of Darkness die roller to +# conform to ShadowRun rules-sets. Thanks to the ORPG team +# for the original die rollers. +# Thanks to tdb30_ for letting me think out loud with him. +# I take my hint from the HERO dieroller: It creates for wildly variant options +# Further, .vs and .open do not work together in any logical way. One method of +# chaining them results in a [Bad Dice Format] and the other results in a standard +# output from calling .open() + +# vs is a classic 'comparison' method function, with one difference. It uses a +# c&p'ed .open(int) from die.py but makes sure that once the target has been exceeded +# then it stops rerolling. The overhead from additional boolean checking is probably +# greater than the gains from not over-rolling. The behaviour is in-line with +# Shadowrun Third Edition which recommends not rolling once you've exceeded the target +# open is an override of .open(int) in die.py. The reason is pretty simple. In die.py open +# refers to 'open-ended rolling' whereas in Shadowrun it refers to an 'Open Test' where +# the objective is to find the highest die total out of rolled dice. This is then generally +# used as the target in a 'Success Test' (for which .vs functions) +from die import * + +__version__ = "1.0" + +class shadowrun(std): + + def __init__(self,source=[],target=2): + std.__init__(self,source) + + + def vs(self,target): + return srVs(self, target) + + + def open(self): + return srOpen(self) + +class srVs(std): + + def __init__(self,source=[], target=2): + std.__init__(self, source) + # In Shadowrun, not target number may be below 2. All defaults are set to two and any + # thing lower is scaled up. + if target < 2: + self.target = 2 + else: + self.target = target + # Shadowrun was built to use the d6 but in the interests of experimentation I have + # made the dieroller generic enough to use any die type + self.openended(self[0].sides) -__version__ = "1.0" - -class shadowrun(std): - - def __init__(self,source=[],target=2): - std.__init__(self,source) - - - def vs(self,target): - return srVs(self, target) - - - def open(self): - return srOpen(self) - -class srVs(std): - - def __init__(self,source=[], target=2): - std.__init__(self, source) - # In Shadowrun, not target number may be below 2. All defaults are set to two and any - # thing lower is scaled up. - if target < 2: - self.target = 2 - else: - self.target = target - # Shadowrun was built to use the d6 but in the interests of experimentation I have - # made the dieroller generic enough to use any die type - self.openended(self[0].sides) - - - def openended(self,num): - if num <= 1: - self - done = 1 - for i in range(len(self.data)): - if (self.data[i].lastroll() >= num) and (self.data[i] < self.target): - self.data[i].extraroll() - done = 0 - if done: - return self - else: - return self.openended(num) - - - def __sum__(self): - s = 0 - for r in self.data: - if r >= self.target: - s += 1 - return s - - - def __str__(self): - if len(self.data) > 0: - myStr = "[" + str(self.data[0]) - for a in self.data[1:]: - myStr += "," - myStr += str(a) - myStr += "] vs " + str(self.target) + " for a result of (" + str(self.sum()) + ")" - else: - myStr = "[] = (0)" - - return myStr - -class srOpen(std): - - def __init__(self,source=[]): - std.__init__(self,source) - self.openended(self[0].sides) - - - def openended(self,num): - if num <= 1: - self - done = 1 - for i in range(len(self.data)): - if self.data[i].lastroll() == num: - self.data[i].extraroll() - done = 0 - if done: - return self - else: - return self.openended(num) - - - def __sum__(self): - s = 0 - for r in self.data: - if r > s: - s = r - return s - - - def __str__(self): - if len(self.data) > 0: - myStr = "[" + str(self.data[0]) - for a in self.data[1:]: - myStr += "," - myStr += str(a) - self.takeHighest(1) - myStr += "] for a result of (" + str(self.__sum__().__int__()) + ")" - else: - myStr = "[] = (0)" - - return myStr + + def openended(self,num): + if num <= 1: + self + done = 1 + for i in range(len(self.data)): + if (self.data[i].lastroll() >= num) and (self.data[i] < self.target): + self.data[i].extraroll() + done = 0 + if done: + return self + else: + return self.openended(num) + + + def __sum__(self): + s = 0 + for r in self.data: + if r >= self.target: + s += 1 + return s + + + def __str__(self): + if len(self.data) > 0: + myStr = "[" + str(self.data[0]) + for a in self.data[1:]: + myStr += "," + myStr += str(a) + myStr += "] vs " + str(self.target) + " for a result of (" + str(self.sum()) + ")" + else: + myStr = "[] = (0)" + + return myStr + +class srOpen(std): + + def __init__(self,source=[]): + std.__init__(self,source) + self.openended(self[0].sides) + + + def openended(self,num): + if num <= 1: + self + done = 1 + for i in range(len(self.data)): + if self.data[i].lastroll() == num: + self.data[i].extraroll() + done = 0 + if done: + return self + else: + return self.openended(num) + + + def __sum__(self): + s = 0 + for r in self.data: + if r > s: + s = r + return s + + + def __str__(self): + if len(self.data) > 0: + myStr = "[" + str(self.data[0]) + for a in self.data[1:]: + myStr += "," + myStr += str(a) + self.takeHighest(1) + myStr += "] for a result of (" + str(self.__sum__().__int__()) + ")" + else: + myStr = "[] = (0)" + + return myStr