view orpg/dieroller/rollers/alternity.py @ 189:7c1a8b36b729 beta

Traipse Beta 'OpenRPG' {100125-00} 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 (Beta) New Features: Added Bookmarks 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 New TrueDebug Class in orpg_log (See documentation for usage) Portable Mercurial Tip of the Day added, from Core and community New Reference Syntax added for custom PC sheets New Child Reference for gametree New Parent Reference for gametree New Gametree Recursion method, mapping, context sensitivity, and effeciency.. New Features node with bonus nodes and Node Referencing help added Dieroller structure from Core New DieRoller portability for odd Dice Added 7th Sea die roller; ie [7k3] = [7d10.takeHighest(3).open(10)] New 'Mythos' System die roller added Added new vs. die roller method for WoD; ie [3v3] = [3d10.vs(3)]. Included for Mythos roller also New Warhammer FRPG Die Roller (Special thanks to Puu-san for the support) New EZ_Tree Reference system. Push a button, Traipse the tree, get a reference (Beta!) Fixes: Fix to Text based Server Fix to Remote Admin Commands Fix to Pretty Print, from Core Fix to Splitter Nodes not being created Fix to massive amounts of images loading, from Core Fix to Map from gametree not showing to all clients Fix to gametree about menus Fix to Password Manager check on startup Fix to PC Sheets from tool nodes. They now use the tabber_panel Fix to Whiteboard ID to prevent random line or text deleting. Fixes to Server, Remote Server, and Server GUI Fix to Update Manager; cleaner clode for saved repositories Fixes made to Settings Panel and now reactive settings when Ok is pressed Fixes to Alternity roller's attack roll. Uses a simple Tuple instead of a Splice Fix to Use panel of Forms and Tabbers. Now longer enters design mode Fix made Image Fetching. New fetching image and new failed image Modified ID's to prevent non updated clients from ruining the fix. default_manifest.xml renamed to default_upmana.xml
author sirebral
date Mon, 25 Jan 2010 10:03:16 -0600
parents 24d59375aac9
children 72e0cce81a47
line wrap: on
line source

# (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: Alternity.py
# Version:
#   $Id: Alternity.py,v .1 JEC (cchriss@thecastle.com)
#
# Description: Alternity die roller based on Posterboy's D20 Dieroller
#
# Changelog:
#
# v.1 original release JEC
#
# Traipse Release: 
# The changes made in the Traipe release are intended to create a more direct connection
# between the source and the intrepretor. IF, ELIF statements have been replaced with dictionaries,
# unused objects have been replace with re-usable objects, and the code has been condensed.
#
# SEG: JAN 24 2010 - v.1.4 O'Flux Release:
# Edits & Additions: fixed a few minor bugs; Damage roll & Display Issues.
# Added Secondary Damage Calculation and Display. Fix all errors.
# Added proper results for Critcal Successes with failure ==> final Result Ordinary Success
# Removed reduntent Method to make parent class true with all others working as child.
# Made all special output same colour codes font size. Cleaned out old commented lines.
# Tested for Traipse on Win 7
#
#  Skill Check Example:
#  [1d20.sk(12,-2)]
#  OUTPUT Example:
#  => [6,-3] = (3) AMAZING Success
#
#  Pistol, Laser; 0 step -- Attack Example:
#  [1d20.at(12,0,(1d4+1,"w"),(1d6+1,"w"),(1d4,"m"))]
#  OUTPUT Example:
#  => [1,0] = (1) CRITICAL SUCCESS AMAZING HIT
#  ===> Damage [4] = (4) mortal ======> Secondary Damage (2) stun / (2) wound
#
#  Action Check Example:
#  [1d20.ac(14,-1)]
#  OUTPUT Example:
#   => ACTION CHECK : [18,-3] = (15) Marginal failure
#   -1 Step make up bonus next Action Check
#
#

import re

from std import std
from time import time, clock
from orpg.dieroller.base import di, die_base, die_rollers

##from orpg.tools.orpg_log import debug


__version__ = "$Id: alternity.py,v 0.1 2003/01/02 12:00:00 cchriss Exp $"

# Alternity stands for "Alternity system" 20 sided die plus mods

class alternity(std):
    name = "alternity" # ADDED by SEG Nov 2009 ***
    
    def __init__(self,source=[]):
        std.__init__(self,source)

    # these methods return new die objects for specific options
    def sk(self,score,mod):
      return sk(self,score,mod)

    def at(self,score,mod,dmgo,dmgg,dmga):
      return at(self,score,mod,dmgo,dmgg,dmga)

    def ac(self,score,mod):
        return ac(self,score,mod)

die_rollers.register(alternity)

class sk(std):
    def __init__(self,source=[],sc="10/5/2",mod=0):
        std.__init__(self,source)
        m = re.match( r"\d+", str(sc) )
        self.score = int( m.group(0) )
        self.mod = mod

    def getMod(self,mod=0):
        m=0
        mods = { -4: -di(12), -3: -di(8), -2:  -di(6), -1: -di(4), 1: di(4),
                2: di(6), 3: di(8), 4: di(12), 5: di(20)} # SEG fix 1: di(4) #
        if mod in mods.keys(): m = mods[mod].value
        elif mod <= -5: m=-di(20).value
        elif mod == 6:  m=di(20).value + di(20).value
        elif mod >= 7:  m=di(20).value + di(20).value + di(20).value
        return m

    def getRolLStr(self):
        myStr = "[" + str(self.data[0])
        self.d20 = self.sum()
        self.amod = self.getMod(self.mod)

##        varN = "self.amod"
##        debug(varN)
##        debug(self.amod)  ## seg added debug output
        
        self.dieRoll = self.d20 + self.amod
        for a in self.data[1:]:
            myStr += ","
            myStr += str(a)
        myStr += "," + str(self.amod) + "] = (" + str(self.dieRoll) + ")"
        if ( self.dieRoll <= self.score / 4 ): self.success = 'A'
        elif ( self.dieRoll <= self.score / 2 ): self.success = 'G'
        elif ( self.dieRoll <= self.score ): self.success = 'O'
        else: self.success = 'F'
        if ( self.d20 == 20 ): self.success = 'CF'
        return myStr

    def __str__(self):
        myStr = self.getRolLStr()

##        varN = "myStr"
##        debug(varN)
##        debug(myStr)  ## seg added debug output

        successes = {'CS': " <b><font size=2 color='#8D38C9'>CRITICAL SUCCESS</font></b>",
                    'CF': " <b><font size=2 color='#151B54'>CRITICAL FAILURE</font></b>",
                    'A': " <b><font size=2 color='#E42217'>AMAZING Success</font></b>",
                    'G': " <b><font size=2 color='#306EFF'>Good Success</font></b>",
                    'O': " <b><font size=2 color='#52D017'>Ordinary Success</font></b>",
                    'F': " <b><font size=2 color='#41627E'>failure</font></b>"}

        if ( self.d20 == 1 ):  myStr += successes['CS'] # SEG Dec 19 2009
        myStr += successes[self.success]
        if ( self.d20 == 1 ) and (self.success == 'F') :
            myStr += "          final result ==> "
            myStr += successes['O'] # SEG JAN 23 2010
        return myStr

class at(sk):
    ## Traipse Usage: The source I received had the damage rolls like this 1d6s, with the damage type a
    ## letter that could be sliced from the roll. However, the roll is parsed before the letter can be
    ## sliced from it, and with the letter attached it created an error.
    ##
    ## The Traipse method puts the damage type and the damage roll into a Tuple, ie (1d6, 's').
    ## When using this method you must include single or double quoutes around the damage type or the
    ## software will treat it as an object.

    def __init__(self,source=[],sc=10, mod=0, dmgo="(1d6, 's')",dmgg="(1d6, 'w')",dmga="(1d6, 'm')"):
        sk.__init__(self,source,sc,mod)
        self.dmgo = dmgo
        self.dmgg = dmgg
        self.dmga = dmga

    def getdmg(self,dmgroll):
        astr = "<b>===></b> Damage "
        droll = str(dmgroll[0])
        xyz = droll.split('(')
        secD = (int(xyz[1][:-1])/2)   ## SEG* Calculate Secondary Damage

##        varN = "secD"
##        debug(varN)
##        debug(secD)  ## seg added debug output

        dtype = dmgroll[1]
        astr += droll
        if dtype=="s": astr += " <b><font size=2 color='#52D017'>stun</font></b><BR>"
        elif dtype=="w":
            astr += " <b><font size=2 color='#C11B17'>wound</font></b>"+" <b>======></b> Secondary Damage ("+str(secD) \
                    +") <b><font size=2 color='#52D017'>stun</font></b><BR>"  # SEG* Display Secondary Damage
        elif dtype=="m":
            astr += " <b><font size=2 color='#FF0000'>mortal</font></b>"+" <b>======></b> Secondary Damage ("+str(secD) \
                    +") <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
        return astr

    def __str__(self):
        myStr = self.getRolLStr()

##        varN = "myStr"
##        debug(varN)
##        debug(myStr)  ## seg added debug output
        
        successes = {'CS': " <b><font size=2 color='#8D38C9'>CRITICAL SUCCESS</font></b>",
                    'CF': " <b><font size=2 color='#151B54'>CRITICAL FAILURE</font></b>",
                    'A': " <b><font size=2 color='#E42217'>AMAZING HIT</font></b><BR> ",
                    'G': " <b><font size=2 color='#306EFF'>Good HIT</font></b><BR> ",
                    'O': " <b><font size=2 color='#52D017'>Ordinary HIT</font></b><BR> ",
                    'F': " <b><font size=2 color='#41627E'>miss</font></b>"}
        if ( self.d20 == 1 ):
            myStr += successes['CS'] # SEG Dec 19 2009

        if ( self.d20 == 1 ) and (self.success == 'F') :
            myStr += successes['F'] # SEG JAN 23 2010
            myStr += "          final result ==> "
            self.success = 'O'

        myStr += successes[self.success]
        if self.success == 'A': myStr += self.getdmg(self.dmga)
        elif self.success == 'G': myStr += self.getdmg(self.dmgg)
        elif self.success == 'O': myStr += self.getdmg(self.dmgo)
        return myStr

class ac(sk):
    def __init__(self,source=[],sc=10,mod=0):
        sk.__init__(self,source,sc,mod)

    def __str__(self):
        myStr = self.getRolLStr()

##        varN = "myStr"
##        debug(varN)
##        debug(myStr)  ## seg added debug output
        
        myStr = " <b><font color='#E42217'>ACTION CHECK : </font></b>"+myStr
        successes = {'CS': " <b><font size=2 color='#8D38C9'>CRITICAL SUCCESS</font></b>",
                    'CF': " <b><font size=2 color='#151B54'>CRITICAL FAILURE</font></b><BR> -2 Step make up bonus next Action Check",
                    'A': " <b><font size=2 color='#E42217'>AMAZING Success</font></b>",
                    'G': " <b><font size=2 color='#306EFF'>Good Success</font></b>",
                    'O': " <b><font size=2 color='#52D017'>Ordinary Success</font></b>",
                    'F': " <b><font size=2 color='#41627E'>Marginal failure</font></b>"}
        if ( self.d20 == 1 ):  myStr += successes['CS'] # SEG Dec 19 2009
        myStr += successes[self.success]
        if ( self.d20 == 1 ) and (self.success == 'F') :
            myStr += " final result ==> "
            myStr += successes['O'] # SEG JAN 23 2010
        if ( self.d20 != 1 ) and (self.success == 'F') :
            myStr += "<BR> -1 Step make up bonus next Action Check"
            
        return myStr