Mercurial > traipse_dev
view orpg/gametree/nodehandlers/dnd35.py @ 216:a00b40ee92fc beta
Traipse Beta 'OpenRPG' {100430-00}
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 (Patch-2)
New Features:
New Namespace method with two new syntaxes
New Namespace Internal is context sensitive, always!
New Namespace External is 'as narrow as you make it'
New Namespace FutureCheck helps ensure you don't receive an incorrect node
New PluginDB access for URL2Link plugin
New to Forms, they now show their content in Design Mode
New to Update Manager, checks Repo for updates on software start
New to Mini Lin node, change title in design mode
Fixes:
Fix to Server GUI startup errors
Fix to Server GUI Rooms tab updating
Fix to Chat and Settings if non existant die roller is picked
Fix to Dieroller and .open() used with .vs(). Successes are correctly calculated
Fix to Alias Lib's Export to Tree, Open, Save features
Fix to alias node, now works properly
Fix to Splitter node, minor GUI cleanup
Fix to Backgrounds not loading through remote loader
Fix to Node name errors
Fix to rolling dice in chat Whispers
Fix to Splitters Sizing issues
Fix to URL2Link plugin, modified regex compilation should remove memory leak
Fix to mapy.py, a roll back due to zoomed grid issues
Fix to whiteboard_handler, Circles work by you clicking the center of the circle
Fix to Servers parse_incoming_dom which was outdated and did not respect XML
Fix to a broken link in the server welcome message
Fix to InterParse and logger requiring traceback
Fix to Update Manager Status Bar
Fix to failed image and erroneous pop up
Fix to Mini Lib node that was preventing use
Fix to plugins that parce dice but did not call InterParse
Fix to nodes for name changing by double click
Fix to Game Tree, node ordering on drag and drop corrected
author | sirebral |
---|---|
date | Fri, 30 Apr 2010 05:40:52 -0500 |
parents | 3b6888bb53b5 |
children | 3bbfd84619c0 |
line wrap: on
line source
from core import * from containers import * from string import * #a 1.6003 from inspect import * #a 1.9001 from orpg.dirpath import dir_struct from xml.etree.ElementTree import parse dnd35_EXPORT = wx.NewId() ############Global Stuff############## HP_CUR = wx.NewId() HP_MAX = wx.NewId() def getRoot (node): # a 1.5002 this whole function is new. root = None target = node while target != None: root = target target = target.hparent return root #a 1.6 convinience function added safeGetAttr def safeGetAttr(node, label, defRetV=None): cna=node.attrib for key in cna: if key == label: return cna[key] return defRetV #a 1.6... safeGetAttr end. ########End of My global Stuff######## ########Start of Main Node Handlers####### class dnd35char_handler(container_handler): """ Node handler for a dnd35 charactor <nodehandler name='?' module='dnd35' class='dnd35char_handler2' /> """ def __init__(self,xml_dom,tree_node): node_handler.__init__(self,xml_dom,tree_node) self.Version = "v1.000" #a 1.6000 general documentation, usage. print "dnd35char_handler - version:",self.Version #m 1.6000 self.hparent = None #a 1.5002 allow ability to run up tree, this is the self.frame = component.get('frame') self.child_handlers = {} self.new_child_handler('general','GeneralInformation',dnd35general,'gear') self.new_child_handler('inventory','MoneyAndInventory',dnd35inventory,'money') self.new_child_handler('character','ClassesAndStats',dnd35classnstats,'knight') self.new_child_handler('snf','SkillsAndFeats',dnd35skillsnfeats,'book') self.new_child_handler('combat','Combat',dnd35combat,'spears') self.myeditor = None def new_child_handler(self,tag,text,handler_class,icon='gear'): node_list = self.xml.findall(tag) tree = self.tree i = self.tree.icons[icon] new_tree_node = tree.AppendItem(self.mytree_node,text,i,i) handler = handler_class(node_list[0],new_tree_node,self) tree.SetPyData(new_tree_node,handler) self.child_handlers[tag] = handler def get_design_panel(self,parent): return tabbed_panel(parent,self,1) def get_use_panel(self,parent): return tabbed_panel(parent,self,2) def tohtml(self): html_str = "<table><tr><td colspan=2 >" html_str += self.general.tohtml()+"</td></tr>" html_str += "<tr><td width='50%' valign=top >"+self.abilities.tohtml() html_str += "<P>" + self.saves.tohtml() html_str += "<P>" + self.attacks.tohtml() html_str += "<P>" + self.ac.tohtml() html_str += "<P>" + self.feats.tohtml() html_str += "<P>" + self.inventory.tohtml() +"</td>" html_str += "<td width='50%' valign=top >"+self.classes.tohtml() html_str += "<P>" + self.hp.tohtml() html_str += "<P>" + self.skills.tohtml() +"</td>" html_str += "</tr></table>" return html_str def about(self): """html_str = "<img src='" + dir_struct["icon"] html_str += "dnd3e_logo.gif' ><br /><b>dnd35 Character Tool " html_str += self.Version+"</b>" #m 1.6000 was hard coded. html_str += "<br />by Dj Gilcrease<br />digitalxero@gmail.com" return html_str""" text = 'dnd35 Character Tool' + self.Version +'\n' text += 'by Dj Gilcrease digitalxero@gmail.com' return text ########Core Handlers are done now############ ########Onto the Sub Nodes######## ##Primary Sub Node## class outline_panel(wx.Panel): def __init__(self, parent, handler, wnd, txt,): self.parent = parent #a 1.9001 wx.Panel.__init__(self, parent, -1) self.panel = wnd(self,handler) self.sizer = wx.StaticBoxSizer(wx.StaticBox(self,-1,txt), wx.VERTICAL) self.sizer.Add(self.panel, 1, wx.EXPAND) self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() class dnd35_char_child(node_handler): """ Node Handler for skill. This handler will be created by dnd35char_handler. """ def __init__(self,xml_dom,tree_node,parent): node_handler.__init__(self,xml_dom,tree_node) self.char_hander = parent self.drag = False self.frame = component.get('frame') self.myeditor = None def on_drop(self,evt): pass def on_rclick(self,evt): pass def on_ldclick(self,evt): return def on_html(self,evt): html_str = self.tohtml() wnd = http_html_window(self.frame.note,-1) wnd.title = self.xml.get('name') self.frame.add_panel(wnd) wnd.SetPage(html_str) def get_design_panel(self,parent): pass def get_use_panel(self,parent): return self.get_design_panel(parent) def delete(self): pass class dnd35general(dnd35_char_child): """ Node Handler for general information. This handler will be created by dnd35char_handler. """ def __init__(self,xml_dom,tree_node,parent): dnd35_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5002 self.root.general = self #a 1.5002 self.charName = self.get_char_name() # a 1.5002 make getting name easier. def get_design_panel(self,parent): wnd = outline_panel(parent,self,gen_grid,"General Information") wnd.title = "General Info" return wnd def tohtml(self): n_list = self.xml.getchildren() html_str = "<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 ><th>General Information</th></tr><tr><td>" for n in n_list: html_str += "<B>"+n.tag.capitalize() +":</B> " html_str += n.text + ", " html_str = html_str[:len(html_str)-2] + "</td></tr></table>" return html_str def on_name_change(self,name): self.char_hander.rename(name) #o 1.5002 self.char_hander = parent in this case. self.charName = name #a 1.5002 make getting name easier. def get_char_name( self ): node = self.xml.findall( 'name' )[0] return node.text class gen_grid(wx.grid.Grid): """grid for gen info""" def __init__(self, parent, handler): pname = handler.xml.set("name", 'General') self.hparent = handler #a 1.5002 allow ability to run up tree, needed # a 1.5002 parent is functional parent, not invoking parent. wx.grid.Grid.__init__(self, parent, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) self.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) self.handler = handler n_list = handler.xml.getchildren() self.CreateGrid(len(n_list),2) self.SetRowLabelSize(0) self.SetColLabelSize(0) self.n_list = n_list i = 0 for i in range(len(n_list)): self.refresh_row(i) def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.GetCellValue(row,col) t_node = self.n_list[row] t_node.text = value if row==0: self.handler.on_name_change(value) def refresh_row(self, rowi): self.SetCellValue(rowi, 0, self.n_list[rowi].tag) self.SetReadOnly(rowi, 0) self.SetCellValue(rowi, 1, self.n_list[rowi].text) self.AutoSizeColumn(1) class dnd35inventory(dnd35_char_child): """ Node Handler for general information. This handler will be created by dnd35char_handler. """ def __init__(self,xml_dom,tree_node,parent): dnd35_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.6009 self.root.inventory = self #a 1.6009 def get_design_panel(self,parent): wnd = inventory_pane(parent, self) #outline_panel(parent,self,inventory_grid,"Inventory") wnd.title = "Inventory" return wnd def tohtml(self): n_list = self.xml.getchildren() html_str = "<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 ><th>Inventory</th></tr><tr><td>" for n in n_list: html_str += "<B>"+n.tag.capitalize() +":</B> " html_str += n.text + "<br />" html_str = html_str[:len(html_str)-2] + "</td></tr></table>" return html_str class inventory_pane(wx.Panel): def __init__(self, parent, handler): wx.Panel.__init__(self, parent, wx.ID_ANY) self.n_list = handler.xml.getchildren() self.autosize = False self.sizer = wx.StaticBoxSizer(wx.StaticBox(self, wx.ID_ANY, "Inventory"), wx.VERTICAL) self.lang = wx.TextCtrl(self, wx.ID_ANY, "", style=wx.TE_MULTILINE | wx.TE_BESTWRAP, name="Languages") self.gear = wx.TextCtrl(self, wx.ID_ANY, "", style=wx.TE_MULTILINE | wx.TE_BESTWRAP, name="Gear") self.magic = wx.TextCtrl(self, wx.ID_ANY, "", style=wx.TE_MULTILINE | wx.TE_BESTWRAP, name="Magic") self.grid = wx.grid.Grid(self, wx.ID_ANY, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) self.grid.CreateGrid(len(self.n_list)-3,2) self.grid.SetRowLabelSize(0) self.grid.SetColLabelSize(0) for i in xrange(len(self.n_list)): self.refresh_row(i) sizer1 = wx.BoxSizer(wx.HORIZONTAL) sizer1.Add(self.grid, 1, wx.EXPAND) sizer1.Add(self.lang, 1, wx.EXPAND) self.sizer.Add(sizer1, 0, wx.EXPAND) sizer2 = wx.BoxSizer(wx.HORIZONTAL) sizer2.Add(self.gear, 1, wx.EXPAND) sizer2.Add(self.magic, 1, wx.EXPAND) self.sizer.Add(sizer2, 1, wx.EXPAND) self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() self.Bind(wx.EVT_TEXT, self.onTextNodeChange, self.lang) self.Bind(wx.EVT_TEXT, self.onTextNodeChange, self.gear) self.Bind(wx.EVT_TEXT, self.onTextNodeChange, self.magic) self.Bind(wx.grid.EVT_GRID_EDITOR_HIDDEN, self.on_cell_change, self.grid) def fillTextNode(self, name, value): if name == 'Languages': self.lang.SetValue(value) elif name == 'Gear': self.gear.SetValue(value) elif name == 'Magic': self.magic.SetValue(value) def onTextNodeChange(self, event): id = event.GetId() if id == self.gear.GetId(): nodeName = 'Gear' value = self.gear.GetValue() elif id == self.magic.GetId(): nodeName = 'Magic' value = self.magic.GetValue() elif id == self.lang.GetId(): nodeName = 'Languages' value = self.lang.GetValue() for node in self.n_list: if node._get_tagName() == nodeName: node.text = value def saveMoney(self, row, col): value = self.grid.GetCellValue(row, col) self.n_list[row].text = value def on_cell_change(self, evt): row = evt.GetRow() col = evt.GetCol() self.grid.AutoSizeColumn(col) wx.CallAfter(self.saveMoney, row, col) def refresh_row(self, row): tagname = self.n_list[row].tag value = self.n_list[row].text if tagname == 'Gear': self.fillTextNode(tagname, value) elif tagname == 'Magic': self.fillTextNode(tagname, value) elif tagname == 'Languages': self.fillTextNode(tagname, value) else: self.grid.SetCellValue(row, 0, tagname) self.grid.SetReadOnly(row, 0) self.grid.SetCellValue(row, 1, value) self.grid.AutoSize() class dnd35classnstats(dnd35_char_child): """ Node handler for a dnd35 charactor <nodehandler name='?' module='dnd35' class='dnd35char_handler2' /> """ def __init__(self,xml_dom,tree_node,parent): node_handler.__init__(self,xml_dom,tree_node) self.hparent = parent #a 1.5002 allow ability to run up tree. dnd35_char_child.__init__(self,xml_dom,tree_node,parent) self.frame = component.get('frame') self.child_handlers = {} self.new_child_handler('abilities','Abilities Scores',dnd35ability,'gear') self.new_child_handler('classes','Classes',dnd35classes,'knight') self.new_child_handler('saves','Saves',dnd35saves,'skull') self.myeditor = None def new_child_handler(self,tag,text,handler_class,icon='gear'): node_list = self.xml.findall(tag) tree = self.tree i = self.tree.icons[icon] new_tree_node = tree.AppendItem(self.mytree_node,text,i,i) handler = handler_class(node_list[0],new_tree_node,self) tree.SetPyData(new_tree_node,handler) self.child_handlers[tag] = handler def get_design_panel(self,parent): return tabbed_panel(parent,self,1) def get_use_panel(self,parent): return tabbed_panel(parent,self,2) class class_char_child(node_handler): """ Node Handler for skill. This handler will be created by dnd35char_handler. """ def __init__(self,xml_dom,tree_node,parent): node_handler.__init__(self,xml_dom,tree_node) self.char_hander = parent self.drag = False self.frame = component.get('frame') self.myeditor = None def on_drop(self,evt): pass def on_rclick(self,evt): pass def on_ldclick(self,evt): return def on_html(self,evt): html_str = self.tohtml() wnd = http_html_window(self.frame.note,-1) wnd.title = self.xml.get('name') self.frame.add_panel(wnd) wnd.SetPage(html_str) def get_design_panel(self,parent): pass def get_use_panel(self,parent): return self.get_design_panel(parent) def delete(self): pass class dnd35ability(class_char_child): """ Node Handler for ability. This handler will be created by dnd35char_handler. """ def __init__(self,xml_dom,tree_node,parent): class_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5002 get top of our local function tree. self.root.abilities = self #a 1.5002 let other classes find me. self.abilities = {} node_list = self.xml.findall('stat') tree = self.tree icons = tree.icons for n in node_list: name = n.get('abbr') self.abilities[name] = n new_tree_node = tree.AppendItem( self.mytree_node, name, icons['gear'], icons['gear'] ) tree.SetPyData( new_tree_node, self ) def on_rclick( self, evt ): item = self.tree.GetSelection() name = self.tree.GetItemText( item ) if not item == self.mytree_node: #a 1.6016 mod = self.get_mod( name ) if mod >= 0: mod1 = "+" else: mod1 = "" chat = self.chat txt = '%s check: [1d20%s%s]' % ( name, mod1, mod ) chat.ParsePost( txt, True, True ) def get_mod(self,abbr): score = int(self.abilities[abbr].get('base')) mod = (score - 10) / 2 mod = int(mod) return mod def set_score(self,abbr,score): if score >= 0: self.abilities[abbr].set("base",str(score)) def get_design_panel(self,parent): wnd = outline_panel(parent,self,abil_grid,"Abilities") wnd.title = "Abilities (edit)" return wnd def tohtml(self): html_str = """<table border='1' width=100%><tr BGCOLOR=#E9E9E9 ><th width='50%'>Ability</th> <th>Base</th><th>Modifier</th></tr>""" node_list = self.xml.findall('stat') for n in node_list: name = n.get('name') abbr = n.get('abbr') base = n.get('base') mod = str(self.get_mod(abbr)) if int(mod) >= 0: mod1 = "+" else: mod1 = "" html_str = (html_str + "<tr ALIGN='center'><td>"+ name+"</td><td>"+base+'</td><td>%s%s</td></tr>' % (mod1, mod)) html_str = html_str + "</table>" return html_str class abil_grid(wx.grid.Grid): """grid for abilities""" def __init__(self, parent, handler): pname = handler.xml.set("name", 'Stats') self.hparent = handler #a 1.5002 allow ability to run up tree. self.root = getRoot(self) wx.grid.Grid.__init__(self, parent, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) self.handler = handler stats = handler.xml.findall('stat') self.CreateGrid(len(stats),3) self.SetRowLabelSize(0) col_names = ['Ability','Score','Modifier'] for i in range(len(col_names)): self.SetColLabelValue(i,col_names[i]) self.stats = stats i = 0 for i in range(len(stats)): self.refresh_row(i) self.char_wnd = None def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.GetCellValue(row,col) try: int(value) self.stats[row].set('base',value) self.refresh_row(row) except: self.SetCellValue(row,col,"0") if self.char_wnd: self.char_wnd.refresh_data() def refresh_row(self,rowi): s = self.stats[rowi] name = s.get('name') abbr = s.get('abbr') self.SetCellValue(rowi,0,name) self.SetReadOnly(rowi,0) self.SetCellValue(rowi,1,s.get('base')) self.SetCellValue(rowi,2,str(self.handler.get_mod(abbr))) self.SetReadOnly(rowi,2) self.root.saves.refresh_data() #a 1.9002 self.root.attacks.refreshMRdata() #a 1.9001 ` def on_size(self,evt): (w,h) = self.GetClientSizeTuple() cols = self.GetNumberCols() col_w = w/(cols+2) self.SetColSize(0,col_w*3) for i in range(1,cols): self.SetColSize(i,col_w) evt.Skip() self.Refresh() def refresh_data(self): for r in range(self.GetNumberRows()-1): self.refresh_row(r) class dnd35classes(class_char_child): """ Node Handler for classes. This handler will be created by dnd35char_handler. """ def __init__(self,xml_dom,tree_node,parent): class_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) self.root.classes = self def get_design_panel(self,parent): wnd = outline_panel(parent,self,class_panel,"Classes") wnd.title = "Classes" return wnd def tohtml(self): html_str = "<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 ><th>Classes</th></tr><tr><td>" n_list = self.xml.getchildren() for n in n_list: html_str += n.get('name') + " ("+n.get('level')+"), " html_str = html_str[:len(html_str)-2] + "</td></tr></table>" return html_str def get_char_lvl( self, attr ): node_list = self.xml.findall('class') tot = 0 #a 1.5009 actually, slipping in a quick enhancement ;-) for n in node_list: lvl = n.get('level') tot += int(lvl) type = n.get('name') if attr == "level": return lvl elif attr == "class": return type if attr == "lvl": return tot def get_class_lvl( self, classN ): node_list = self.xml.findall('class') for n in node_list: lvl = n.get('level') type = n.get('name') if classN == type: return lvl class class_panel(wx.Panel): def __init__(self, parent, handler): pname = handler.xml.set("name", 'Class') wx.Panel.__init__(self, parent, -1) self.grid =wx.grid.Grid(self, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) sizer = wx.BoxSizer(wx.VERTICAL) sizer.Add(self.grid, 1, wx.EXPAND) sizer1 = wx.BoxSizer(wx.HORIZONTAL) sizer1.Add(wx.Button(self, 10, "Remove Class"), 0, wx.EXPAND) sizer1.Add(wx.Size(10,10)) sizer1.Add(wx.Button(self, 20, "Add Class"), 0, wx.EXPAND) sizer.Add(sizer1, 0, wx.EXPAND) self.sizer = sizer self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() self.Bind(wx.EVT_BUTTON, self.on_remove, id=10) self.Bind(wx.EVT_BUTTON, self.on_add, id=20) self.grid.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) n_list = handler.xml.getchildren() self.n_list = n_list self.xml = handler.xml self.grid.CreateGrid(len(n_list),3,1) self.grid.SetRowLabelSize(0) self.grid.SetColLabelValue(0,"Class") self.grid.SetColLabelValue(1,"Level") self.grid.SetColLabelValue(2,"Refrence") for i in range(len(n_list)): self.refresh_row(i) self.temp_dom = None def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.grid.GetCellValue(row,col) try: int(value) self.n_list[row].set('level',value) except: self.grid.SetCellValue(row,col,"1") def refresh_row(self,i): n = self.n_list[i] name = n.get('name') level = n.get('level') book = n.get('book') self.grid.SetCellValue(i,0,name) self.grid.SetReadOnly(i,0) self.grid.SetCellValue(i,1,level) self.grid.SetCellValue(i,2,book) self.grid.SetReadOnly(i,0) self.grid.AutoSizeColumn(0) self.grid.AutoSizeColumn(1) self.grid.AutoSizeColumn(2) def on_remove(self,evt): rows = self.grid.GetNumberRows() for i in range(rows): if self.grid.IsInSelection(i,0): self.grid.DeleteRows(i) self.xml.remove(self.n_list[i]) def on_add(self,evt): if not self.temp_dom: tree = parse(dir_struct["dnd35"]+"dnd35classes.xml") xml_dom = tree.getroot() self.temp_dom = xml_dom f_list = self.temp_dom.findall('class') opts = [] for f in f_list: opts.append(f.get('name')) dlg = wx.SingleChoiceDialog(self,'Choose Class','Classes',opts) if dlg.ShowModal() == wx.ID_OK: i = dlg.GetSelection() new_node = self.xml.append(f_list[i]) self.grid.AppendRows(1) self.refresh_row(self.grid.GetNumberRows()-1) dlg.Destroy() def on_size(self,event): s = self.GetClientSizeTuple() self.grid.SetDimensions(0,0,s[0],s[1]-25) self.sizer.SetDimension(0,s[1]-25,s[0],25) (w,h) = self.grid.GetClientSizeTuple() cols = self.grid.GetNumberCols() col_w = w/(cols) for i in range(0,cols): self.grid.SetColSize(i,col_w) class dnd35saves(class_char_child): """ Node Handler for saves. This handler will be created by dnd35char_handler. """ def __init__(self,xml_dom,tree_node,parent): class_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.saveGridFrame = [] #a 1.9002 handle list, check frame for close. tree = self.tree icons = self.tree.icons self.root = getRoot(self) #a 1.5002 self.root.saves = self #a 1.6009 node_list = self.xml.findall('save') self.saves={} for n in node_list: name = n.get('name') self.saves[name] = n new_tree_node = tree.AppendItem(self.mytree_node,name,icons['gear'],icons['gear']) tree.SetPyData(new_tree_node,self) #a 1.9002 this whole method def refresh_data(self): # refresh the data in the melee/ranged section # of the attack chart. # count backwards, maintains context despite "removes" for i in range(len(self.saveGridFrame)-1,-1,-1): x = self.saveGridFrame[i] if x == None: x.refresh_data() else: self.saveGridFrame.remove(x) def get_mod(self,name): save = self.saves[name] stat = save.get('stat') stat_mod = self.root.abilities.get_mod(stat) base = int(save.get('base')) miscmod = int(save.get('miscmod')) magmod = int(save.get('magmod')) total = stat_mod + base + miscmod + magmod return total def on_rclick(self,evt): item = self.tree.GetSelection() name = self.tree.GetItemText(item) if item == self.mytree_node: pass #a 1.5003 syntatic place holder return #a 1.5003 else: mod = self.get_mod(name) if mod >= 0: mod1 = "+" else: mod1 = "" chat = self.chat txt = '%s save: [1d20%s%s]' % (name, mod1, mod) chat.ParsePost( txt, True, True ) def get_design_panel(self,parent): wnd = outline_panel(parent,self,save_grid,"Saves") wnd.title = "Saves" return wnd def tohtml(self): html_str = """<table border='1' width=100% ><tr BGCOLOR=#E9E9E9 > <th width='30%'>Save</th> <th>Key</th><th>Base</th><th>Abil</th><th>Magic</th> <th>Misc</th><th>Total</th></tr>""" node_list = self.xml.findall('save') for n in node_list: name = n.get('name') stat = n.get('stat') base = n.get('base') html_str = html_str + "<tr ALIGN='center'><td>"+name+"</td><td>"+stat+"</td><td>"+base+"</td>" stat_mod = self.root.abilities.get_mod(stat) #a 1.5002 mag = n.get('magmod') misc = n.get('miscmod') mod = str(self.get_mod(name)) if mod >= 0: mod1 = "+" else: mod1 = "" html_str = html_str + "<td>"+str(stat_mod)+"</td><td>"+mag+"</td>" html_str = html_str + '<td>'+misc+'</td><td>%s%s</td></tr>' % (mod1, mod) html_str = html_str + "</table>" return html_str #mark6 class save_grid(wx.grid.Grid): """grid for saves""" def __init__(self, parent, handler): pname = handler.xml.set("name", 'Saves') self.hparent = handler #a 1.5002 allow ability to run up tree. #a 1.5002 in this case, we need the functional parent, not the invoking parent. self.root = getRoot(self) wx.grid.Grid.__init__(self, parent, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) self.handler = handler saves = handler.xml.findall('save') self.CreateGrid(len(saves),7) self.SetRowLabelSize(0) col_names = ['Save','Key','base','Abil','Magic','Misc','Total'] for i in range(len(col_names)): self.SetColLabelValue(i,col_names[i]) self.saves = saves i = 0 for i in range(len(saves)): self.refresh_row(i) climber = parent nameNode = climber.GetClassName() while nameNode != 'wxFrame': climber = climber.parent nameNode = climber.GetClassName() masterFrame=climber masterFrame.refresh_data=self.refresh_data handler.saveGridFrame.append(masterFrame) def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.GetCellValue(row,col) try: int(value) if col == 2: self.saves[row].set('base',value) elif col == 4: self.saves[row].set('magmod',value) elif col == 5: self.saves[row].set('miscmod',value) self.refresh_row(row) except: self.SetCellValue(row,col,"0") def refresh_row(self,rowi): s = self.saves[rowi] name = s.get('name') self.SetCellValue(rowi,0,name) self.SetReadOnly(rowi,0) stat = s.get('stat') self.SetCellValue(rowi,1,stat) self.SetReadOnly(rowi,1) self.SetCellValue(rowi,2,s.get('base')) self.SetCellValue(rowi,3,str(self.root.abilities.get_mod(stat))) self.SetReadOnly(rowi,3) self.SetCellValue(rowi,4,s.get('magmod')) self.SetCellValue(rowi,5,s.get('miscmod')) mod = str(self.handler.get_mod(name)) self.SetCellValue(rowi,6,mod) self.SetReadOnly(rowi,6) def on_size(self,evt): (w,h) = self.GetClientSizeTuple() cols = self.GetNumberCols() col_w = w/(cols+2) self.SetColSize(0,col_w*3) for i in range(1,cols): self.SetColSize(i,col_w) evt.Skip() self.Refresh() def refresh_data(self): for r in range(self.GetNumberRows()): self.refresh_row(r) class dnd35skillsnfeats(dnd35_char_child): """ Node handler for a dnd35 charactor <nodehandler name='?' module='dnd35' class='dnd35char_handler2' /> """ def __init__(self,xml_dom,tree_node,parent): self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.6009 node_handler.__init__(self,xml_dom,tree_node) dnd35_char_child.__init__(self,xml_dom,tree_node,parent) self.frame = component.get('frame') self.child_handlers = {} self.new_child_handler('skills','Skills',dnd35skill,'book') self.new_child_handler('feats','Feats',dnd35feats,'book') self.myeditor = None def new_child_handler(self,tag,text,handler_class,icon='gear'): node_list = self.xml.findall(tag) tree = self.tree i = self.tree.icons[icon] new_tree_node = tree.AppendItem(self.mytree_node,text,i,i) handler = handler_class(node_list[0],new_tree_node,self) tree.SetPyData(new_tree_node,handler) self.child_handlers[tag] = handler def get_design_panel(self,parent): return tabbed_panel(parent,self,1) def get_use_panel(self,parent): return tabbed_panel(parent,self,2) class skills_char_child(node_handler): """ Node Handler for skill. This handler will be created by dnd35char_handler. """ def __init__(self,xml_dom,tree_node,parent): node_handler.__init__(self,xml_dom,tree_node) self.char_hander = parent self.drag = False self.frame = component.get('frame') self.myeditor = None def on_drop(self,evt): pass def on_rclick(self,evt): pass def on_ldclick(self,evt): return def on_html(self,evt): html_str = self.tohtml() wnd = http_html_window(self.frame.note,-1) wnd.title = self.xml.get('name') self.frame.add_panel(wnd) wnd.SetPage(html_str) def get_design_panel(self,parent): pass def get_use_panel(self,parent): return self.get_design_panel(parent) def delete(self): pass class dnd35skill(skills_char_child): """ Node Handler for skill. This handler will be created by dnd35char_handler. """ def __init__(self,xml_dom,tree_node,parent): self.hparent = parent #a 1.5002 allow ability to run up tree. #a 1.5002 Need the functional parent, not the invoking parent. self.root = getRoot(self) #a 1.5002 self.root.skills = self #a 1.6009 skills_char_child.__init__(self,xml_dom,tree_node,parent) tree = self.tree icons = self.tree.icons node_list = self.xml.findall('skill') self.skills={} #Adding code to not display skills you can not use -mgt for n in node_list: name = n.get('name') self.skills[name] = n skill_check = self.skills[name] ranks = int(skill_check.get('rank')) trained = int(skill_check.get('untrained')) if ranks > 0 or trained == 1: new_tree_node = tree.AppendItem(self.mytree_node,name, icons['gear'],icons['gear']) else: continue tree.SetPyData(new_tree_node,self) def refresh_skills(self): #Adding this so when you update the grid the tree will reflect #The change. -mgt tree = self.tree icons = self.tree.icons tree.CollapseAndReset(self.mytree_node) node_list = self.xml.findall('skill') self.skills={} for n in node_list: name = n.get('name') self.skills[name] = n skill_check = self.skills[name] ranks = int(skill_check.get('rank')) trained = int(skill_check.get('untrained')) if ranks > 0 or trained == 1: new_tree_node = tree.AppendItem(self.mytree_node,name, icons['gear'],icons['gear']) else: continue tree.SetPyData(new_tree_node,self) def get_mod(self,name): skill = self.skills[name] stat = skill.get('stat') stat_mod = self.root.abilities.get_mod(stat) #a 1.5002 rank = int(skill.get('rank')) misc = int(skill.get('misc')) total = stat_mod + rank + misc return total def on_rclick(self,evt): item = self.tree.GetSelection() name = self.tree.GetItemText(item) if item == self.mytree_node: return ac = self.root.ac.get_check_pen() #a 1.5002 for 1.5004 verify fix. skill = self.skills[name] untr = skill.get('untrained') #a 1.6004 rank = skill.get('rank') #a 1.6004 if eval('%s == 0' % (untr)): #a 1.6004 if eval('%s == 0' % (rank)): #a 1.6004 res = 'You fumble around, accomplishing nothing' #a 1.6004 txt = '%s Skill Check: %s' % (name, res) #a 1.6004 chat = self.chat #a 1.6004 chat.Post(txt,True,True) #a 1.6004 return #a 1.6004 armor = '' acCp = '' if ac < 0: #acCp >= 1 #m 1.5004 this is stored as negatives. armorCheck = int(skill.get('armorcheck')) if armorCheck == 1: acCp=ac armor = '(includes Armor Penalty of %s)' % (acCp) if item == self.mytree_node: dnd35_char_child.on_ldclick(self,evt) else: mod = self.get_mod(name) if mod >= 0: mod1 = "+" else: mod1 = "" chat = self.chat txt = '%s Skill Check: [1d20%s%s%s] %s' % ( name, mod1, mod, acCp, armor) chat.ParsePost(txt,True,True) def get_design_panel(self,parent): wnd = outline_panel(parent,self,skill_grid,"Skills") wnd.title = "Skills (edit)" return wnd def tohtml(self): html_str = """<table border='1' width=100% ><tr BGCOLOR=#E9E9E9 > <th width='30%'>Skill</th><th>Key</th> <th>Rank</th><th>Abil</th><th>Misc</th><th>Total</th></tr>""" node_list = self.xml.findall('skill') for n in node_list: name = n.get('name') stat = n.get('stat') rank = n.get('rank') untr = n.get('untrained') #a 1.6004 #Filter unsuable skills out of pretty print -mgt if eval('%s > 0' % (rank)) or eval('%s == 1' % (untr)): if eval('%s >=1' % (rank)): html_str += "<tr ALIGN='center' bgcolor='#CCCCFF'><td>" #a 1.6004 html_str += name+"</td><td>"+stat+"</td><td>"+rank+"</td>" elif eval('%s == 1' % (untr)): #a 1.6004 html_str += "<tr ALIGN='center' bgcolor='#C0FF40'><td>" #a 1.6004 html_str += name+"</td><td>"+stat+"</td><td>"+rank+"</td>" #a 1.6004 else: html_str += "<tr ALIGN='center'><td>"+name+"</td><td>" html_str += stat+"</td><td>"+rank+"</td>" else: continue stat_mod = self.root.abilities.get_mod(stat) #a 1.5002 misc = n.get('misc') mod = str(self.get_mod(name)) if mod >= 0: mod1 = "+" else: mod1 = "" html_str += "<td>"+str(stat_mod)+"</td><td>"+misc #m 1.6009 str() html_str += '</td><td>%s%s</td></tr>' % (mod1, mod) html_str = html_str + "</table>" return html_str class skill_grid(wx.grid.Grid): """ panel for skills """ def __init__(self, parent, handler): self.hparent = handler #a 1.5002 need function parent, not invoker self.root = getRoot(self) #a 1.5002 pname = handler.xml.set("name", 'Skills') wx.grid.Grid.__init__(self, parent, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) self.handler = handler skills = handler.xml.findall('skill') self.CreateGrid(len(skills),6) self.SetRowLabelSize(0) col_names = ['Skill','Key','Rank','Abil','Misc','Total'] for i in range(len(col_names)): self.SetColLabelValue(i,col_names[i]) rowi = 0 self.skills = skills for i in range(len(skills)): self.refresh_row(i) def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.GetCellValue(row,col) try: int(value) if col == 2: self.skills[row].set('rank',value) elif col == 4: self.skills[row].set('misc',value) self.refresh_row(row) except: self.SetCellValue(row,col,"0") self.handler.refresh_skills() def refresh_row(self,rowi): s = self.skills[rowi] name = s.get('name') self.SetCellValue(rowi,0,name) self.SetReadOnly(rowi,0) stat = s.get('stat') self.SetCellValue(rowi,1,stat) self.SetReadOnly(rowi,1) self.SetCellValue(rowi,2,s.get('rank')) #self.SetCellValue(rowi,3,str(dnd_globals["stats"][stat])) #d 1.5002 if self.root.abilities: stat_mod=self.root.abilities.get_mod(stat) #a 1.5002 else: stat_mod = -6 #a 1.5002 this can happen if code is changed so print "Please advise dnd35 maintainer alert 1.5002 raised" self.SetCellValue(rowi,3,str(stat_mod)) #a 1.5002 self.SetReadOnly(rowi,3) self.SetCellValue(rowi,4,s.get('misc')) mod = str(self.handler.get_mod(name)) self.SetCellValue(rowi,5,mod) self.SetReadOnly(rowi,5) def on_size(self,evt): (w,h) = self.GetClientSizeTuple() cols = self.GetNumberCols() col_w = w/(cols+2) self.SetColSize(0,col_w*3) for i in range(1,cols): self.SetColSize(i,col_w) evt.Skip() self.Refresh() def refresh_data(self): for r in range(self.GetNumberRows()): self.refresh_row(r) class dnd35feats(skills_char_child): """ Node Handler for classes. This handler will be created by dnd35char_handler. """ def __init__(self,xml_dom,tree_node,parent): skills_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5002 self.root.feats = self #a 1.6009 def get_design_panel(self,parent): setTitle="Feats - " + self.root.general.charName #a 1.5010 wnd = outline_panel(parent,self,feat_panel,setTitle) #a 1.5010 wnd.title = "Feats" #d 1.5010 return wnd def tohtml(self): html_str = "<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 ><th>Feats</th></tr><tr><td>" n_list = self.xml.getchildren() for n in n_list: html_str += n.get('name')+ ", " html_str = html_str[:len(html_str)-2] + "</td></tr></table>" return html_str class feat_panel(wx.Panel): def __init__(self, parent, handler): self.hparent = handler #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5002 pname = handler.xml.set("name", 'Feats') #d 1.5010 wx.Panel.__init__(self, parent, -1) self.grid = wx.grid.Grid(self, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) sizer = wx.BoxSizer(wx.VERTICAL) sizer.Add(self.grid, 1, wx.EXPAND) sizer1 = wx.BoxSizer(wx.HORIZONTAL) sizer1.Add(wx.Button(self, 10, "Remove Feat"), 0, wx.EXPAND) sizer1.Add(wx.Size(10,10)) sizer1.Add(wx.Button(self, 20, "Add Feat"), 0, wx.EXPAND) sizer.Add(sizer1, 0, wx.EXPAND) self.sizer = sizer self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() self.Bind(wx.EVT_BUTTON, self.on_remove, id=10) self.Bind(wx.EVT_BUTTON, self.on_add, id=20) n_list = handler.xml.getchildren() self.n_list = n_list self.xml = handler.xml self.grid.CreateGrid(len(n_list),3,1) self.grid.SetRowLabelSize(0) self.grid.SetColLabelValue(0,"Feat") self.grid.SetColLabelValue(1,"Reference") self.grid.SetColLabelValue(2,"Description") #m 1.6 typo correction. wrap = wx.grid.GridCellAutoWrapStringRenderer() attr = wx.grid.GridCellAttr() attr.SetRenderer(wrap) self.grid.SetColAttr(2, attr) for i in range(len(n_list)): self.refresh_row(i) self.temp_dom = None def refresh_row(self,i): feat = self.n_list[i] name = feat.get('name') type = feat.get('type') desc = feat.get('desc') #m 1.6 correct typo self.grid.SetCellValue(i,0,name) self.grid.SetReadOnly(i,0) self.grid.SetCellValue(i,1,type) self.grid.SetReadOnly(i,1) self.grid.SetCellValue(i,2,desc) #m 1.6 correct typo self.grid.SetReadOnly(i,2) self.grid.AutoSizeColumn(0) self.grid.AutoSizeColumn(1) self.grid.AutoSizeColumn(2, False) self.grid.AutoSizeRow(i) def on_remove(self,evt): rows = self.grid.GetNumberRows() for i in range(rows): if self.grid.IsInSelection(i,0): self.grid.DeleteRows(i) self.xml.remove(self.n_list[i]) def on_add(self,evt): if not self.temp_dom: tree = parse(dir_struct["dnd35"]+"dnd35feats.xml") xml_dom = tree.getroot() self.temp_dom = xml_dom f_list = self.temp_dom.findall('feat') opts = [] for f in f_list: opts.append(f.get('name') + " - [" + f.get('type') + "] - " + f.get('desc')) dlg = wx.SingleChoiceDialog(self,'Choose Feat','Feats',opts) if dlg.ShowModal() == wx.ID_OK: i = dlg.GetSelection() new_node = self.xml.append(f_list[i]) self.grid.AppendRows(1) self.refresh_row(self.grid.GetNumberRows()-1) f_list=0; opts=0 dlg.Destroy() def on_size(self,event): s = self.GetClientSizeTuple() self.grid.SetDimensions(0,0,s[0],s[1]-25) self.sizer.SetDimension(0,s[1]-25,s[0],25) (w,h) = self.grid.GetClientSizeTuple() cols = self.grid.GetNumberCols() col_w = w/(cols) for i in range(0,cols): self.grid.SetColSize(i,col_w) class dnd35combat(dnd35_char_child): """ Node handler for a dnd35 charactor <nodehandler name='?' module='dnd35' class='dnd35char_handler2' /> """ def __init__(self,xml_dom,tree_node,parent): node_handler.__init__(self,xml_dom,tree_node) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5012 #mark3 dnd35_char_child.__init__(self,xml_dom,tree_node,parent) self.frame = component.get('frame') self.child_handlers = {} self.new_child_handler('hp','Hit Points',dnd35hp,'gear') self.new_child_handler('attacks','Attacks',dnd35attacks,'spears') self.new_child_handler('ac','Armor',dnd35armor,'spears') self.myeditor = None def new_child_handler(self,tag,text,handler_class,icon='gear'): node_list = self.xml.findall(tag) tree = self.tree i = self.tree.icons[icon] new_tree_node = tree.AppendItem(self.mytree_node,text,i,i) handler = handler_class(node_list[0],new_tree_node,self) tree.SetPyData(new_tree_node,handler) self.child_handlers[tag] = handler def get_design_panel(self,parent): return tabbed_panel(parent,self,1) def get_use_panel(self,parent): return tabbed_panel(parent,self,2) class combat_char_child(node_handler): """ Node Handler for combat. This handler will be created by dnd35char_handler. """ def __init__(self,xml_dom,tree_node,parent): node_handler.__init__(self,xml_dom,tree_node) self.char_hander = parent self.drag = False self.frame = component.get('frame') self.myeditor = None def on_drop(self,evt): pass def on_rclick(self,evt): pass def on_ldclick(self,evt): return def on_html(self,evt): html_str = self.tohtml() wnd = http_html_window(self.frame.note,-1) wnd.title = self.xml.get('name') self.frame.add_panel(wnd) wnd.SetPage(html_str) def get_design_panel(self,parent): pass def get_use_panel(self,parent): return self.get_design_panel(parent) def delete(self): pass class dnd35hp(combat_char_child): """ Node Handler for hit points. This handler will be created by dnd35char_handler. """ def __init__(self,xml_dom,tree_node,parent): combat_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.6009 self.root.hp = self #a 1.6009 def get_design_panel(self,parent): wnd = outline_panel(parent,self,hp_panel,"Hit Points") wnd.title = "Hit Points" return wnd def on_rclick( self, evt ): chp = self.xml.get('current') mhp = self.xml.get('max') txt = '((HP: %s / %s))' % ( chp, mhp ) self.chat.ParsePost( txt, True, True ) def tohtml(self): html_str = "<table width=100% border=1 >" html_str += "<tr BGCOLOR=#E9E9E9 ><th colspan=4>Hit Points</th></tr>" html_str += "<tr><th>Max:</th>" html_str += "<td>"+self.xml.get('max')+"</td>" html_str += "<th>Current:</th>" html_str += "<td>"+self.xml.get('current')+"</td>" html_str += "</tr></table>" return html_str class hp_panel(wx.Panel): def __init__(self, parent, handler): wx.Panel.__init__(self, parent, -1) self.hparent = handler pname = handler.xml.set("name", 'HitPoints') self.sizer = wx.FlexGridSizer(2, 4, 2, 2) # rows, cols, hgap, vgap self.xml = handler.xml self.sizer.AddMany([ (wx.StaticText(self, -1, "HP Current:"), 0, wx.ALIGN_CENTER_VERTICAL), (wx.TextCtrl(self, HP_CUR, self.xml.get('current')), 0, wx.EXPAND), (wx.StaticText(self, -1, "HP Max:"), 0, wx.ALIGN_CENTER_VERTICAL), (wx.TextCtrl(self, HP_MAX, self.xml.get('max')), 0, wx.EXPAND), ]) self.sizer.AddGrowableCol(1) self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() self.Bind(wx.EVT_TEXT, self.on_text, id=HP_MAX) self.Bind(wx.EVT_TEXT, self.on_text, id=HP_CUR) def on_text(self,evt): id = evt.GetId() if id == HP_CUR: self.xml.set('current',evt.GetString()) elif id == HP_MAX: self.xml.set('max',evt.GetString()) def on_size(self,evt): s = self.GetClientSizeTuple() self.sizer.SetDimension(0,0,s[0],s[1]) class dnd35attacks(combat_char_child): """ Node Handler for attacks. This handler will be created by dnd35char_handler. """ def __init__(self,xml_dom,tree_node,parent): combat_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5002 self.root.attacks = self #a 1.6009 so others can find me. self.mrFrame = [] #a 1.9001 self.updateFootNotes = False self.updateFootNotes = False self.html_str = "<html><body>" self.html_str += ("<br /> This character has weapons with no "+ "footnotes. This program will "+ "add footnotes to the weapons which have names that still match "+ "the orginal names. If you have changed the weapon name, you "+ "will see some weapons with a footnote of 'X', you will have "+ "to either delete and re-add the weapon, or research "+ "and add the correct footnotes for the weapon.\n"+ "<br /> Please be aware, that only the bow/sling footnote is "+ "being used to affect changes to rolls; implemenation of other "+ "footnotes to automaticly adjust rolls will be completed as "+ "soon as time allows." + "<br /><br />Update to character:"+self.root.general.charName+ "<br /><br />"+ """<table border='1' width=100% ><tr BGCOLOR=#E9E9E9 > <th width='80%'>Weapon Name</th><th>Added Footnote</th></tr>\n""") self.temp_dom={} node_list = self.xml.findall('melee') self.melee = node_list[0] node_list = self.xml.findall('ranged') self.ranged = node_list[0] self.refresh_weapons() if self.updateFootNotes == True: self.updateFootNotes = False name = self.root.general.charName self.html_str += "</table>" self.html_str += "</body> </html> " masterFrame = self.root.frame title = name+"'s weapons' update to have footnotes" fnFrame = wx.Frame(masterFrame, -1, title) fnFrame.panel = wx.html.HtmlWindow(fnFrame,-1) fnFrame.panel.SetPage(self.html_str) fnFrame.Show() #a 1.9001 this whole method def refreshMRdata(self): # refresh the data in the melee/ranged section # of the attack chart. # count backwards, maintains context despite "removes" for i in range(len(self.mrFrame)-1,-1,-1): #a 1.9001 x = self.mrFrame[i] if x == None: x.refreshMRdata() #a 1.9001 else: self.mrFrame.remove(x) def refresh_weapons(self): self.weapons = {} tree = self.tree icons = self.tree.icons tree.CollapseAndReset(self.mytree_node) node_list = self.xml.findall('weapon') for n in node_list: name = n.get('name') fn = safeGetAttr(n,'fn') #a 1.5012 can be removed when if fn == None:#a 1.5012 self.updateFootNotes=True self.updateFootN(n) #a 1.5012 new_tree_node = tree.AppendItem( self.mytree_node,name,icons['sword'],icons['sword']) tree.SetPyData(new_tree_node,self) self.weapons[name]=n def updateFootN(self,n):#a 1.5012 this whole function if not self.temp_dom: tree = parse(dir_struct["dnd35"]+"dnd35weapons.xml") self.temp_dom = tree.getroot() nameF = n.get('name') w_list = self.temp_dom.findall('weapon') found = False for w in w_list: if nameF == w.get('name'): found = True fnN = safeGetAttr(n,'fn') if fnN == None or fnN == 'None': fnW = w.get('fn') self.html_str += ("<tr ALIGN='center'><td>"+nameF+"</td>"+ "<td>"+fnW+"</td></tr>\n") n.set('fn',fnW) break if not found: self.html_str += ("<tr ALIGN='center'><td>"+nameF+" - Custom "+ "Weapon, research "+ "and update manually; setting footnote to indicate custom</td>"+ "<td>"+'X'+"</td></tr>\n") n.set('fn','X') def get_mod(self,type='m'): (base, base2, base3, base4, base5, base6, stat_mod, misc) \ = self.get_attack_data(type) return int(base + misc + int(stat_mod)) def get_attack_data(self,type='m'): if type=='m' or type=='0': stat = 'Str' #m was dnd_globals["stats"]['Str'] 1.5002 temp = self.melee else: stat = 'Dex' #m was dnd_globals["stats"]['Dex'] 1.5002 temp = self.ranged stat_mod = -7 stat_mod = self.root.abilities.get_mod(stat) #a 1.5002 base = int(temp.get('base')) base2 = int(temp.get('second')) base3 = int(temp.get('third')) base4 = int(temp.get('forth')) base5 = int(temp.get('fifth')) base6 = int(temp.get('sixth')) misc = int(temp.get('misc')) return (base, base2, base3, base4, base5, base6, stat_mod ,misc) def on_rclick(self,evt): item = self.tree.GetSelection() name = self.tree.GetItemText(item) if item == self.mytree_node: return else: mod = int(self.weapons[name].get('mod')) wepMod = mod #a 1.5008 footNotes = safeGetAttr(self.weapons[name],'fn','') cat = self.weapons[name].get('category') #a1.6001 result = split(cat,"-",2) #a 1.6001 if len(result) < 2: #a 1.6021 this if & else print "warning: 1.6002 unable to interpret weapon category" print "format 'type weapon-[Range|Melee]', probably missing" print "the hyphen. Assuming Melee" print "weapon name: ",name tres="Melee" else: tres=result[1] if tres == 'Melee': rangeOrMelee = 'm' elif tres == 'Ranged': rangeOrMelee = 'r' else: print "warning: 1.6001 unable to interpret weapon category" print "treating weapon as Melee, please correct xml" print "weapon name:",name rangeOrMelee ='m' mod = mod + self.get_mod(rangeOrMelee) #a 1.5008 chat = self.chat dmg = self.weapons[name].get('damage') #a 1.6003 start code fix instance a result = split(dmg,"/",2) dmg = result[0] monkLvl = self.root.classes.get_class_lvl('Monk') # a 1.5002 if find(dmg, "Monk Med") > -1: if monkLvl == None: #a 1.5009 txt = 'Attempting to use monk attack, but has no monk ' txt += 'levels, please choose a different attack.' chat.ParsePost( txt, True, True ) #a 1.5009 return #a 1.5009 else: #a 1.5009 lvl=int(monkLvl) if lvl <= 3: dmg = dmg.replace("Monk Med", "1d6") elif lvl <= 7: dmg = dmg.replace("Monk Med", "1d8") elif lvl <= 11: dmg = dmg.replace("Monk Med", "1d10") elif lvl <= 15: dmg = dmg.replace("Monk Med", "2d6") elif lvl <= 19: dmg = dmg.replace("Monk Med", "2d8") elif lvl <= 20: dmg = dmg.replace("Monk Med", "2d10") if find(dmg, "Monk Small") > -1: if monkLvl == None: #a 1.5009 txt = 'Attempting to use monk attack, but has no monk ' txt += 'levels, please choose a different attack.' chat.ParsePost( txt, True, True ) #a 1.5009 return #a 1.5009 else: #a 1.5009 lvl=int(monkLvl) if lvl <= 3: dmg = dmg.replace("Monk Small", "1d4") elif lvl <= 7: dmg = dmg.replace("Monk Small", "1d6") elif lvl <= 11: dmg = dmg.replace("Monk Small", "1d8") elif lvl <= 15: dmg = dmg.replace("Monk Small", "1d10") elif lvl <= 19: dmg = dmg.replace("Monk Small", "2d6") elif lvl <= 20: dmg = dmg.replace("Monk Small", "2d8") if find(dmg, "Monk Large") > -1: if monkLvl == None: #a 1.5009 txt = 'Attempting to use monk attack, but has no monk ' txt += 'levels, please choose a different attack.' chat.ParsePost( txt, True, True ) #a 1.5009 return #a 1.5009 else: #a 1.5009 lvl=int(monkLvl) if lvl <= 3: dmg = dmg.replace("Monk Large", "1d8") elif lvl <= 7: dmg = dmg.replace("Monk Large", "2d6") elif lvl <= 11: dmg = dmg.replace("Monk Large", "2d8") elif lvl <= 15: dmg = dmg.replace("Monk Large", "3d6") elif lvl <= 19: dmg = dmg.replace("Monk Large", "3d8") elif lvl <= 20: dmg = dmg.replace("Monk Large", "4d8") flurry = False str_mod = self.root.abilities.get_mod('Str') #a 1.5007,11,12,13 if rangeOrMelee == 'r': #a 1.5008 #if off_hand == True then stat_mod = stat_mod/2 #o 1.5013 #c 1.5007 ranged weapons normally get no str mod if find(footNotes,'b') > -1:#a 1.5012 if it's a bow if str_mod >= 0: str_mod = 0 else: str_mod = 0 mod2 = "" if str_mod >= 0: mod2 = "+" #1.6 tidy up code. aStrengthMod = mod2 + str(str_mod) #a 1.5008 applicable strength mod if find(name ,"Flurry of Blows") > -1: flurry = True (base, base2, base3, base4, base5, base6, stat_mod, misc) = self.get_attack_data(rangeOrMelee) #a 1.5008 name = name.replace('(Monk Med)', '') name = name.replace('(Monk Small)', '') if not flurry: if name == 'Shuriken': for n in xrange(3): self.sendRoll(base, stat_mod, misc, wepMod, name, '', dmg, aStrengthMod, rollAnyWay=True) self.sendRoll(base2, stat_mod, misc, wepMod, name, '', dmg, aStrengthMod) self.sendRoll(base3, stat_mod, misc, wepMod, name, '', dmg, aStrengthMod) self.sendRoll(base4, stat_mod, misc, wepMod, name, '', dmg, aStrengthMod) self.sendRoll(base5, stat_mod, misc, wepMod, name, '', dmg, aStrengthMod) self.sendRoll(base6, stat_mod, misc, wepMod, name, '', dmg, aStrengthMod) else: self.sendRoll(base, stat_mod, misc, wepMod, name, '', dmg, aStrengthMod, rollAnyWay=True) self.sendRoll(base2, stat_mod, misc, wepMod, name, '', dmg, aStrengthMod) self.sendRoll(base3, stat_mod, misc, wepMod, name, '', dmg, aStrengthMod) self.sendRoll(base4, stat_mod, misc, wepMod, name, '', dmg, aStrengthMod) self.sendRoll(base5, stat_mod, misc, wepMod, name, '', dmg, aStrengthMod) self.sendRoll(base6, stat_mod, misc, wepMod, name, '', dmg, aStrengthMod) else: if monkLvl == None: txt = 'Attempting to use monk attack, but has no monk ' txt += 'levels, please choose a different attack.' chat.ParsePost( txt, True, True ) #a 1.5009 return else: lvl = int(monkLvl) if lvl <= 4: flu = '-2' atks = False elif lvl <= 8: flu = '-1' atks = False elif lvl <= 10: flu = '' atks = False elif lvl <= 20: flu = '' atks = True self.sendRoll(base, stat_mod, misc, wepMod, name, flu, dmg, aStrengthMod, rollAnyWay=True) self.sendRoll(base, stat_mod, misc, wepMod, name, flu, dmg, aStrengthMod, rollAnyWay=True) if atks: self.sendRoll(base, stat_mod, misc, wepMod, name, flu, dmg, aStrengthMod, rollAnyWay=True) self.sendRoll(base2, stat_mod, misc, wepMod, name, flu, dmg, aStrengthMod) self.sendRoll(base3, stat_mod, misc, wepMod, name, flu, dmg, aStrengthMod) self.sendRoll(base4, stat_mod, misc, wepMod, name, flu, dmg, aStrengthMod) self.sendRoll(base5, stat_mod, misc, wepMod, name, flu, dmg, aStrengthMod) self.sendRoll(base6, stat_mod, misc, wepMod, name, flu, dmg, aStrengthMod) def sendRoll(self, base, stat_mod, misc, wepMod, name, flu, dmg, aStrengthMod, rollAnyWay=False): if base != 0 or rollAnyWay: base = base + int(stat_mod) + misc + wepMod #m 1.5008 if base >= 0: mod1 = "+" else: mod1 = "" txt = ' %s Attack Roll: <b>[1d20%s%s%s]</b>' % (name, mod1, base, flu) txt += ' ===> Damage: <b>[%s%s]</b>' % (dmg, aStrengthMod) self.chat.ParsePost( txt, True, True ) def get_design_panel(self,parent): wnd = outline_panel(parent,self,attack_panel,"Attacks") wnd.title = "Attacks" return wnd def tohtml(self): melee = self.get_attack_data('m') ranged = self.get_attack_data('r') html_str = ("""<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 >"""+ "<th>Attack</th><th>Total</th><th >Base</th>"+ "<th>Abil</th><th>Misc</th></tr>") html_str += "<tr ALIGN='center' ><th >Melee:</th>" html_str += "<td>"+str(melee[0]+melee[1]+melee[2])+"</td>" html_str += "<td>"+str(melee[0])+"</td>" html_str += "<td>"+str(melee[1])+"</td>" html_str += "<td>"+str(melee[2])+"</td></tr>" html_str += "<tr ALIGN='center' ><th >Ranged:</th>" html_str += "<td>"+str(ranged[0]+ranged[1]+ranged[2])+"</td>" html_str += "<td>"+str(ranged[0])+"</td>" html_str += "<td>"+str(ranged[1])+"</td>" html_str += "<td>"+str(ranged[2])+"</td></tr></table>" n_list = self.xml.findall('weapon') for n in n_list: mod = n.get('mod') if mod >= 0: mod1 = "+" else: mod1 = "" ran = n.get('range') total = str(int(mod) + self.get_mod(ran)) html_str += """<P><table width=100% border=1 ><tr BGCOLOR=#E9E9E9 > <th colspan=2>Weapon</th> <th>Attack</th><th >Damage</th><th>Critical</th></tr>""" html_str += "<tr ALIGN='center' ><td colspan=2>" html_str += n.get('name')+"</td><td>"+total+"</td>" html_str += "<td>"+n.get('damage')+"</td><td>" html_str += n.get('critical')+"</td></tr>" html_str += """<tr BGCOLOR=#E9E9E9 ><th>Range</th><th>Weight</th> <th>Type</th><th>Size</th><th>Misc Mod</th></tr>""" html_str += "<tr ALIGN='center'><td>"+ran+"</td><td>" html_str += n.get('weight')+"</td>" html_str += "<td>"+n.get('type')+"</td><td>" html_str += n.get('size')+"</td>" html_str += '<td>%s%s</td></tr>' % (mod1, mod) html_str += """<tr><th BGCOLOR=#E9E9E9 colspan=2>Footnotes:</th>""" html_str += "<th colspan=3>"+safeGetAttr(n,'fn','')+"</th></tr>" html_str += '</table>' return html_str class attack_grid(wx.grid.Grid): """grid for attacks""" def __init__(self, parent, handler): pname = handler.xml.set("name", 'Melee') self.hparent = handler wx.grid.Grid.__init__(self, parent, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) self.root = getRoot(self) #a 1.9001 self.parent = parent self.handler = handler self.rows = (self.handler.melee,self.handler.ranged) self.CreateGrid(2,10) self.SetRowLabelSize(0) col_names = ['Type','base','base 2','base 3','base 4','base 5', 'base 6','abil','misc','Total'] for i in range(len(col_names)): self.SetColLabelValue(i,col_names[i]) self.SetCellValue(0,0,"Melee") self.SetCellValue(1,0,"Ranged") self.refresh_data() self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) climber = parent nameNode = climber.GetClassName() while nameNode != 'wxFrame': climber = climber.parent nameNode = climber.GetClassName() masterFrame=climber masterFrame.refreshMRdata=self.refresh_data handler.mrFrame.append(masterFrame) def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.GetCellValue(row,col) try: int(value) if col==1: self.rows[row].set('base',value) elif col== 2: self.rows[row].set('second',value) elif col== 3: self.rows[row].set('third',value) elif col== 4: self.rows[row].set('forth',value) elif col== 5: self.rows[row].set('fifth',value) elif col== 6: self.rows[row].set('sixth',value) elif col== 8: self.rows[row].set('misc',value) self.parent.refresh_data() except: self.SetCellValue(row,col,"0") def refresh_data(self): melee = self.handler.get_attack_data('m') ranged = self.handler.get_attack_data('r') tmelee = int(melee[0]) + int(melee[6]) + int(melee[7]) tranged = int(ranged[0]) + int(ranged[6]) + int(ranged[7]) for i in range(0,8): #a 1.5005 self.SetCellValue(0,i+1,str(melee[i])) self.SetCellValue(1,i+1,str(ranged[i])) self.SetCellValue(0,9,str(tmelee)) self.SetCellValue(1,9,str(tranged)) self.SetReadOnly(0,0) self.SetReadOnly(1,0) self.SetReadOnly(0,7) self.SetReadOnly(1,7) self.SetReadOnly(0,9) self.SetReadOnly(1,9) def on_size(self,evt): (w,h) = self.GetClientSizeTuple() cols = self.GetNumberCols() col_w = w/(cols+1) self.SetColSize(0,col_w*2) for i in range(1,cols): self.SetColSize(i,col_w) evt.Skip() self.Refresh() class weapon_panel(wx.Panel): def __init__(self, parent, handler): self.hparent = handler #a 1.5012 self.root = getRoot(self) pname = handler.xml.set("name", 'Weapons') wx.Panel.__init__(self, parent, -1) self.grid =wx.grid.Grid(self, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) sizer = wx.BoxSizer(wx.VERTICAL) sizer.Add(self.grid, 1, wx.EXPAND) sizer2 = wx.BoxSizer(wx.HORIZONTAL) sizer2.Add(wx.Button(self, 10, "Remove Weapon"), 0, wx.EXPAND) sizer2.Add(wx.Size(10,10)) sizer2.Add(wx.Button(self, 20, "Add Weapon"), 0, wx.EXPAND) sizer.Add(sizer2, 0, wx.EXPAND) sizer.Add(wx.StaticText(self, -1, "Right click a weapon's footnote to see what the footnotes mean."),0, wx.EXPAND)#a 1.5012 self.sizer = sizer self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() self.sizer2 = sizer2 self.Bind(wx.EVT_BUTTON, self.on_remove, id=10) self.Bind(wx.EVT_BUTTON, self.on_add, id=20) self.grid.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) self.grid.Bind(wx.grid.EVT_GRID_CELL_RIGHT_CLICK, self.on_gridRclick)#a 1.5012 n_list = handler.xml.findall('weapon') self.n_list = n_list self.xml = handler.xml self.handler = handler self.colAttr = ['name','damage','mod','critical','type','weight', 'range','size','Total','fn', 'comment'] #a 1.5012 col_names = ['Name','Damage','To hit\nmod','Critical','Type','Weight', 'Range','Size','Total','Foot\nnotes','Comment'] #a 1.5012 gridColCount=len(col_names)#a 1.5012 self.grid.CreateGrid(len(n_list),gridColCount,1) #a 1.5012 self.grid.SetRowLabelSize(0) for i in range(gridColCount): self.grid.SetColLabelValue(i,col_names[i]) self.refresh_data() self.temp_dom = None #mark4 #a 1.5012 add entire method. def on_gridRclick(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.grid.GetCellValue(row,col) if col == 9 and value != 'None': n = self.n_list[row] name = n.get('name') handler = self.hparent masterFrame = handler.frame title = name+"'s Special Weapon Characteristics" fnFrame = wx.Frame(masterFrame, -1, title) fnFrame.panel = wx.html.HtmlWindow(fnFrame,-1) if not self.temp_dom: tree = parse(dir_struct["dnd35"]+ "dnd35weapons.xml") self.temp_dom = tree.getroot() f_list = self.temp_dom.findall('f') # the footnotes n = self.n_list[row] name = n.get('name') footnotes = n.get('fn') html_str = "<html><body>" html_str += """<table border='1' width=100% ><tr BGCOLOR=#E9E9E9 > <th width='10%'>Note</th><th>Description</th></tr>\n""" if footnotes == "": html_str += "<tr ALIGN='center'><td></td>" html_str += " <td>This weapon has no footnotes</td></tr>" for i in range(len(footnotes)): aNote=footnotes[i] found=False for f in f_list: if f.get('mark') == aNote: found=True text=f.get('txt') html_str += ("<tr ALIGN='center'><td>"+aNote+"</td>"+ "<td>"+text+"</td></tr>\n") if not found: html_str += ("<tr ALIGN='center'><td>"+aNote+"</td>"+ "<td>is not a recognized footnote</td></tr>\n") html_str += "</table>" html_str += "</body> </html> " fnFrame.panel.SetPage(html_str) fnFrame.Show() return pass def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.grid.GetCellValue(row,col) if col == 2 and not int(value): # special case for mod, demoted value = "0" #a 5.012 demoted self.n_list[row].set('mod',value) # a 5.012 demoted if not (col == 9 and value == "None" and self.n_list[row].get('fn') == "None" ): #a 5.012 special case for footnotes self.n_list[row].set(self.colAttr[col],value)#a 5.012 def refresh_row(self,i): n = self.n_list[i] fn = n.get('fn') name = n.get('name') mod = n.get('mod') ran = n.get('range') total = str(int(mod) + self.handler.get_mod(ran)) self.grid.SetCellValue(i,0,name) self.grid.SetCellValue(i,1,n.get('damage')) self.grid.SetCellValue(i,2,mod) self.grid.SetCellValue(i,3,n.get('critical')) self.grid.SetCellValue(i,4,n.get('type')) self.grid.SetCellValue(i,5,n.get('weight')) self.grid.SetCellValue(i,6,ran) self.grid.SetCellValue(i,7,n.get('size') ) self.grid.SetCellValue(i,8,total) self.grid.SetCellValue(i,9,safeGetAttr(n,'fn','None')) #a 1.5012 self.grid.SetCellValue(i,10,safeGetAttr(n,'comment','')) #a 1.5012 self.grid.SetReadOnly(i,8) def on_remove(self,evt): #o 1.6011 correcting wrongful deletion rows = self.grid.GetNumberRows() for i in range(rows-1,-1,-1): #a 1.6011 or you lose context if self.grid.IsInSelection(i,0): self.grid.DeleteRows(i) self.xml.remove(self.n_list[i]) self.n_list = self.xml.findall('weapon') self.handler.refresh_weapons() def on_add(self,evt): if not self.temp_dom: tree = parse(dir_struct["dnd35"]+"dnd35weapons.xml") self.temp_dom = tree.getroot() f_list = self.temp_dom.findall('weapon') opts = [] for f in f_list: opts.append(f.get('name')) dlg = wx.SingleChoiceDialog(self,'Choose Weapon','Weapon List',opts) if dlg.ShowModal() == wx.ID_OK: i = dlg.GetSelection() new_node = self.xml.append(f_list[i]) self.grid.AppendRows(1) self.n_list = self.xml.findall('weapon') self.refresh_row(self.grid.GetNumberRows()-1) self.handler.refresh_weapons() dlg.Destroy() def on_size(self,event): s = self.GetClientSizeTuple() self.grid.SetDimensions(0,0,s[0],s[1]-40) self.sizer.SetDimension(0,s[1]-40,s[0],25) self.sizer2.SetDimension(0,s[1]-15,s[0],15) (w,h) = self.grid.GetClientSizeTuple() cols = self.grid.GetNumberCols() col_w = w/(cols+1) self.grid.SetColSize(0,col_w*2) for i in range(1,cols): self.grid.SetColSize(i,col_w) def refresh_data(self): for i in range(len(self.n_list)): self.refresh_row(i) class attack_panel(wx.Panel): def __init__(self, parent, handler): pname = handler.xml.set("name", 'Melee') self.parent = parent #a 1.9001 wx.Panel.__init__(self, parent, -1) self.a_grid = attack_grid(self, handler) self.w_panel = weapon_panel(self, handler) self.sizer = wx.BoxSizer(wx.VERTICAL) self.sizer.Add(self.a_grid, 1, wx.EXPAND) self.sizer.Add(self.w_panel, 2, wx.EXPAND) self.Bind(wx.EVT_SIZE, self.on_size) def on_size(self,event): s = self.GetClientSizeTuple() self.sizer.SetDimension(0,0,s[0],s[1]) def refresh_data(self): self.w_panel.refresh_data() self.a_grid.refresh_data() class dnd35armor(combat_char_child): """ Node Handler for ac. This handler will be created by dnd35char_handler. """ def __init__(self,xml_dom,tree_node,parent): combat_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5002 self.root.ac = self #a 1.6009 def get_spell_failure(self): return self.get_total('spellfailure') def get_total_weight(self): return self.get_total('weight') def get_check_pen(self): return self.get_total('checkpenalty') def get_armor_class(self): ac_total = 10 ac_total += self.get_total('bonus') #m 1.5009 change to hardcode dex, was incorrect gv "stat" dex_mod = self.root.abilities.get_mod('Dex')#m 1.5009 hardcode dex max_dex = self.get_max_dex() if dex_mod < max_dex: ac_total += dex_mod else: ac_total += max_dex return ac_total def get_max_dex(self): armor_list = self.xml.findall('armor') dex = 10 for a in armor_list: temp = int(a.get("maxdex")) if temp < dex: dex = temp return dex def get_total(self,attr): armor_list = self.xml.findall('armor') total = 0 for a in armor_list: total += int(a.get(attr)) return total def get_design_panel(self,parent): wnd = outline_panel(parent,self,ac_panel,"Armor") wnd.title = "Armor" return wnd def on_rclick( self, evt ): ac = self.get_armor_class() fac = (int(ac)-(self.root.abilities.get_mod('Dex'))) txt = '((AC: %s Normal, %s Flatfoot))' % ( ac, fac ) #a 1.5002 self.chat.ParsePost( txt, True, True ) def tohtml(self): html_str = """<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 > <th>AC</th><th>Check Penalty</th><th >Spell Failure</th> <th>Max Dex</th><th>Total Weight</th></tr>""" html_str += "<tr ALIGN='center' >" html_str += "<td>"+str(self.get_armor_class())+"</td>" html_str += "<td>"+str(self.get_check_pen())+"</td>" html_str += "<td>"+str(self.get_spell_failure())+"</td>" html_str += "<td>"+str(self.get_max_dex())+"</td>" html_str += "<td>"+str(self.get_total_weight())+"</td></tr></table>" n_list = self.xml.getchildren() for n in n_list: html_str += """<P><table width=100% border=1 ><tr BGCOLOR=#E9E9E9 > <th colspan=3>Armor</th><th>Type</th><th >Bonus</th></tr>""" html_str += "<tr ALIGN='center' >" html_str += "<td colspan=3>"+n.get('name')+"</td>" html_str += "<td>"+n.get('type')+"</td>" html_str += "<td>"+n.get('bonus')+"</td></tr>" html_str += """<tr BGCOLOR=#E9E9E9 >""" html_str += "<th>Check Penalty</th><th>Spell Failure</th>" html_str += "<th>Max Dex</th><th>Speed</th><th>Weight</th></tr>" html_str += "<tr ALIGN='center'>" html_str += "<td>"+n.get('checkpenalty')+"</td>" html_str += "<td>"+n.get('spellfailure')+"</td>" html_str += "<td>"+n.get('maxdex')+"</td>" html_str += "<td>"+n.get('speed')+"</td>" html_str += "<td>"+n.get('weight')+"</td></tr></table>" return html_str class ac_panel(wx.Panel): def __init__(self, parent, handler): pname = handler.xml.set("name", 'Armor') self.hparent = handler wx.Panel.__init__(self, parent, -1) self.grid =wx.grid.Grid(self, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) sizer = wx.BoxSizer(wx.VERTICAL) sizer.Add(self.grid, 1, wx.EXPAND) sizer1 = wx.BoxSizer(wx.HORIZONTAL) sizer1.Add(wx.Button(self, 10, "Remove Armor"), 1, wx.EXPAND) sizer1.Add(wx.Size(10,10)) sizer1.Add(wx.Button(self, 20, "Add Armor"), 1, wx.EXPAND) sizer.Add(sizer1, 0, wx.EXPAND) self.sizer = sizer self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() self.Bind(wx.EVT_BUTTON, self.on_remove, id=10) self.Bind(wx.EVT_BUTTON, self.on_add, id=20) self.grid.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) self.xml = handler.xml n_list = handler.xml.getchildren() self.n_list = n_list col_names = ['Armor','bonus','maxdex','cp','sf','weight','speed','type'] self.grid.CreateGrid(len(n_list),len(col_names),1) self.grid.SetRowLabelSize(0) for i in range(len(col_names)): self.grid.SetColLabelValue(i,col_names[i]) self.atts =['name','bonus','maxdex','checkpenalty', 'spellfailure','weight','speed','type'] for i in range(len(n_list)): self.refresh_row(i) self.temp_dom = None def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.grid.GetCellValue(row,col) if col >= 1 and col <= 5: try: int(value) self.n_list[row].set(self.atts[col],value) except: self.grid.SetCellValue(row,col,"0") else: self.n_list[row].set(self.atts[col],value) def refresh_row(self,i): n = self.n_list[i] for y in range(len(self.atts)): self.grid.SetCellValue(i,y,n.get(self.atts[y])) def on_remove(self,evt): rows = self.grid.GetNumberRows() for i in range(rows): if self.grid.IsInSelection(i,0): self.grid.DeleteRows(i) self.xml.remove(self.n_list[i]) def on_add(self,evt): if not self.temp_dom: tree = parse(dir_struct["dnd35"]+"dnd35armor.xml") self.temp_dom = tree.getroot() f_list = self.temp_dom.findall('armor') opts = [] for f in f_list: opts.append(f.get('name')) dlg = wx.SingleChoiceDialog(self,'Choose Armor:','Armor List',opts) if dlg.ShowModal() == wx.ID_OK: i = dlg.GetSelection() new_node = self.xml.append(f_list[i]) self.grid.AppendRows(1) self.refresh_row(self.grid.GetNumberRows()-1) dlg.Destroy() def on_size(self,event): s = self.GetClientSizeTuple() self.grid.SetDimensions(0,0,s[0],s[1]-25) self.sizer.SetDimension(0,s[1]-25,s[0],25) (w,h) = self.grid.GetClientSizeTuple() cols = self.grid.GetNumberCols() col_w = w/(cols+2) self.grid.SetColSize(0,col_w*3) for i in range(1,cols): self.grid.SetColSize(i,col_w)