view orpg/dieroller/base.py @ 226:b29454610f36 beta

Traipse Beta 'OpenRPG' {100503-00} 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) Moved to Stable! 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 Namespace 2.0 documentation in the User Manual New Namespace plugin, Allows Traipse users to use the Standard syntax !@ :: @! New Mini Library with minis from Devin Knight 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 Lib node, change title in design mode New to Game Tree, never lose a node, appends a number to the end of corrupted trees New to Server GUI, Traipse Suite's Debug Console New Warhammer PC Sheet Updates: Update to White Board layer, uses a pencil image for color button Update to Grid Layer, uses a grid image for color button Update to Chat Window, size of drop down menus Update to default lobby message Update to template Text node Update to 4e PC Sheet node Update to how display names are acquired Update to Server, added some 'Pious' technology Update to features node 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whiteboard_handler, Circles work by you clicking the center of the circle Fix to Servers parse_incoming_dom which was outdated and did not respect XML Fix to a broken link in the server welcome message Fix to InterParse and logger requiring traceback Fix to Update Manager Status Bar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 Fix to Game Tree, corrupted error message was not showing Fix to Update Manager, checks for internet connection Fix to Update Manager, Auto Update corrections Fix to Server GUI's broadcast, room, player messaging
author sirebral
date Mon, 03 May 2010 03:29:14 -0500
parents 13054be69834
children 56c1f2729413
line wrap: on
line source

#!/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: die.py
# Author: Andrew Bennett
# Maintainer:
# Version:
#   $Id: die.py,v Traipse 'Ornery-Orc' prof.ebral Exp $
#
# Description: This class is used to make working with dice easier
#

__version__ = "$Id: die.py,v Traipse 'Ornery-Orc' prof.ebral Exp Exp $"

import random
import UserList
import copy

class die_base(UserList.UserList):
    name = None

    def __init__(self,source = []):
        if isinstance(source, (int, float, basestring)):
            s = []
            s.append(di(source))
        else: s = source
        UserList.UserList.__init__(self,s)

    def sum(self):
        s = 0
        for a in self.data:
            s += int(a)
        return s

    def __lshift__(self,other):
        if type(other) == type(3) or type(other) == type(3.0):
            o = other
        elif hasattr(other,"sum"):
            o = other.sum()
        else: return None
        result = []
        for die in self:
            if die < o: result.append(die)
        return self.__class__(result)

    def __rshift__(self,other):
        if type(other) == type(3) or type(other) == type(3.0): o = other
        elif hasattr(other,"sum"): o = other.sum()
        else: return None
        result = []
        for die in self:
            if die > o: result.append(die)
        return self.__class__(result)

    def __rlshift__(self,other):
        return self.__rshift__(other)

    def __rrshift__(self,other):
        return self.__lshift__(other)

    def __str__(self):
        if len(self.data) > 0:
            myStr = "[" + str(self.data[0])
            for a in self.data[1:]:
                myStr += ","
                myStr += str(a)
            myStr += "] = (" + str(self.sum()) + ")"
        else: myStr = "[] = (0)"
        return myStr

    def __lt__(self,other):
        if type(other) == type(3) or type(other) == type(3.0):
            return (self.sum() < other)
        elif hasattr(other,"sum"): return (self.sum() < other.sum())
        else: return UserList.UserList.__lt__(self,other)

    def __le__(self,other):
        if type(other) == type(3) or type(other) == type(3.0):
            return (self.sum() <= other)
        elif hasattr(other,"sum"): return (self.sum() <= other.sum())
        else: return UserList.UserList.__le__(self,other)

    def __eq__(self,other):
        if type(other) == type(3) or type(other) == type(3.0):
            return (self.sum() == other)
        elif hasattr(other,"sum"): return (self.sum() == other.sum())
        else: return UserList.UserList.__eq__(self,other)

    def __ne__(self,other):
        if type(other) == type(3) or type(other) == type(3.0): return (self.sum() != other)
        elif hasattr(other,"sum"): return (self.sum() != other.sum())
        else: return UserList.UserList.__ne__(self,other)

    def __gt__(self,other):
        if type(other) == type(3) or type(other) == type(3.0): return (self.sum() > other)
        elif hasattr(other,"sum"): return  (self.sum() > other.sum())
        else: return UserList.UserList.__gt__(self,other)

    def __ge__(self,other):
        if type(other) == type(3) or type(other) == type(3.0): return (self.sum() >= other)
        elif hasattr(other,"sum"): return  (self.sum() >= other.sum())
        else: return UserList.UserList.__ge__(self,other)

    def __cmp__(self,other):
        #  this function included for backwards compatibility
        #  As of 2.1, lists implement the "rich comparison"
        #  methods overloaded above.
        if type(other) == type(3) or type(other) == type(3.0): return cmp(self.sum(), other)
        elif hasattr(other,"sum"): return  cmp(self.sum(), other.sum())
        else: return UserList.UserList.__cmp__(self,other)

    def __rcmp__(self,other):
        return self.__cmp__(other)

    def __add__(self,other):
        mycopy = copy.deepcopy(self)
        if type(other) == type(3) or type(other) == type(3.0):
            other = [static_di(other)]
        elif type(other) == type("test"): return self
        mycopy.extend(other)
        return mycopy

    def __iadd__(self,other):
        return self.__add__(other)

    def __radd__(self,other):
        mycopy = copy.deepcopy(self)
        if type(other) == type(3) or type(other) == type(3.0):
            new_die = di(0)
            new_die.set_value(other)
            other = new_die
        mycopy.insert(0,other)
        return mycopy

    def __int__(self):
        return self.sum()

    def __sub__(self,other):
        mycopy = copy.deepcopy(self)
        if type(other) == type(3) or type(other) == type(3.0):
            neg_die = static_di(-other)
            other = [neg_die]
        else: other = -other
        mycopy.extend(other)
        return mycopy

    def __rsub__(self,other):
        mycopy = -copy.deepcopy(self)
        if type(other) == type(3) or type(other) == type(3.0):
            new_die = di(0)
            new_die.set_value(other)
            other = new_die
        mycopy.insert(0,other)
        return mycopy

    def __isub__(self,other):
        return self.__sub__(other)

    def __mul__(self,other):
        if type(other) == type(3) or type(other) == type(3.0): return self.sum() * other
        elif hasattr(other,"sum"): return other.sum() * self.sum()
        else: return UserList.UserList.__mul__(self,other)

    def __rmul__(self,other):
        return self.__mul__(other)

    def __div__(self,other):
        if type(other) == type(3) or type(other) == type(3.0): return float(self.sum()) / other
        elif hasattr(other,"sum"): return  float(self.sum()) / other.sum()
        else: return UserList.UserList.__div__(self,other)

    def __rdiv__(self,other):
        if type(other) == type(3) or type(other) == type(3.0): return other / float(self.sum())
        elif hasattr(other,"sum"): return  other.sum() / float(self.sum())
        else: return UserList.UserList.__rdiv__(self,other)

    def __mod__(self,other):
        if type(other) == type(3) or type(other) == type(3.0): return self.sum()%other
        elif hasattr(other,"sum"): return self.sum() % other.sum()
        else: return UserList.UserList.__mod__(self,other)

    def __rmod__(self,other):
        if type(other) == type(3) or type(other) == type(3.0): return other % self.sum()
        elif hasattr(other,"sum"): return  other.sum() % self.sum()
        else: return UserList.UserList.__rmod__(self,other)

    def __neg__(self):
        for i in range(len(self.data)): self.data[i] = -self.data[i]
        return self

    def __pos__(self):
        for i in range(len(self.data)): self.data[i] = +self.data[i]
        return self

    def __abs__(self):
        for i in range(len(self.data)): self.data[i] = abs(self.data[i])
        return self

    def __pow__(self,other):
        if type(other) == type(3) or type(other) == type(3.0): return self.sum() ** other
        elif hasattr(other,"sum"): return self.sum() ** other.sum()
        else: return UserList.UserList.__pow__(self,other)

    def __rpow__(self,other):
        #  We're overloading exponentiation of ints to create "other" number of dice
        if other >= 1:
            result = self.__class__(self[0].sides)
            for t in range(other-1): result+=self.__class__(self[0].sides)
        else: result = None
        return result

### di class to handle actual dice

class di:
    def __init__(self, sides, min=1):
        self.sides = sides
        self.history = None
        self.value = None
        self.target = None
        self.roll(min)

    def __str__(self):
        if len(self.history) > 1: return str(self.history)
        else: return str(self.value)

    def __neg__(self):
        self.value = -self.value
        for i in range(len(self.history)): self.history[i] = -self.history[i]
        return self

    def __pos__(self):
        self.value = +self.value
        for i in range(len(self.history)): self.history[i] = +self.history[i]
        return self

    def __abs__(self):
        self.value = abs(self.value)
        for i in range(len(self.history)):
            self.history[i] = abs(self.history[i])
        return self

    def __repr__(self):
        if len(self.history) > 1: return str(self.history)
        else: return str(self.value)

    def __int__(self):
        return self.value

    def __lt__(self,other):
        if type(other) == type(3) or type(other) == type(3.0): return self.value < other
        elif hasattr(other,"value"): return self.value < other.value
        else: return self < other

    def __le__(self,other):
        if type(other) == type(3) or type(other) == type(3.0): return self.value <= other
        elif hasattr(other,"value"): return self.value <= other.value
        else: return self <= other

    def __eq__(self,other):
        if type(other) == type(3) or type(other) == type(3.0): return self.value == other
        elif hasattr(other,"value"): return self.value == other.value
        else: return self == other

    def __ne__(self,other):
        if type(other) == type(3) or type(other) == type(3.0): return self.value != other
        elif hasattr(other,"value"): return self.value != other.value
        else: return self != other

    def __gt__(self,other):
        if type(other) == type(3) or type(other) == type(3.0): return self.value > other
        elif hasattr(other,"value"): return self.value > other.value
        else: return self > other

    def __ge__(self,other):
        if type(other) == type(3) or type(other) == type(3.0): return self.value >= other
        elif hasattr(other,"value"): return self.value >= other.value
        else: return self >= other

    def __cmp__(self,other):
        #  this function included for backwards compatibility
        #  As of 2.1, lists implement the "rich comparison"
        #  methods overloaded above.
        if type(other) == type(3) or type(other) == type(3.0): return cmp(self.value, other)
        elif hasattr(other,"value"): return cmp(self.value, other.value)
        else: return cmp(self,other)

    def roll(self,min=1):
        if isinstance(self.sides, basestring) and self.sides.lower() == 'f': self.value = random.randint(-1, 1)
        else: self.value = int(random.uniform(min, self.sides+1))
        self.history = []
        self.history.append(self.value)

    def extraroll(self):
        if isinstance(self.sides, basestring) and self.sides.lower() == 'f': result = random.randint(-1, 1)
        else: result = int(random.uniform(1,self.sides+1))
        self.value += result
        self.history.append(result)

    def lastroll(self):
        return self.history[len(self.history)-1]

    def set_value(self,value):
        self.value = value
        self.history = []
        self.history.append(self.value)

    def modify(self,mod):
        self.value += mod
        self.history.append(mod)

    def gethistory(self):
        return self.history[:]

class static_di(di):
    def __init__(self,value):
        di.__init__(self,value,value)
        self.set_value(value)

class DieRollers(object):
    _rollers = {}
    def __new__(cls):
        it = cls.__dict__.get("__it__")
        if it is not None: return it
        cls.__it__ = it = object.__new__(cls)
        return it

    def keys(self):
        return self._rollers.keys()

    def register(self, roller):
        if not self._rollers.has_key(roller.name):
            self._rollers[roller.name] = roller

    def __getitem__(self, roller_name):
        return self._rollers.get(roller_name, None)

    def __setitem__(self, *args):
        raise AttributeError

die_rollers = DieRollers()