view orpg/dieroller/sr4.py @ 154:316661c3ec3f beta

Traipse Beta 'OpenRPG' {091125-01} 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 (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 06:51:50 -0600
parents 449a8900f9ac
children bf799efe7a8a
line wrap: on
line source

## 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 ""