Mercurial > traipse_dev
view orpg/tools/InterParse.py @ 222:bb7b9648792c beta
Traipse Beta 'OpenRPG' {100502-00}
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
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 Namespace plugin, Allows Traipse users to use the Standard syntax !@ :: @!
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
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Fix to Servers parse_incoming_dom which was outdated and did not respect XML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
author | sirebral |
---|---|
date | Sun, 02 May 2010 16:30:28 -0500 |
parents | 13054be69834 |
children | 9230a33defd9 |
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#!/usr/bin/env python # Copyright (C) 2000-2010 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: InterParse.py # Author: # Maintainer: Tyler Starke (Traipse) # Version: # $Id: InterParse.py,v Traipse 'Ornery-Orc' prof.ebral Exp $ # # Description: InterParse = Interpretor Parser. This class parses all of the node referencing. # from orpg.orpgCore import component import re from orpg.tools.orpg_log import logger from wx import TextEntryDialog, ID_OK from xml.etree.ElementTree import iselement class InterParse(): def __init__(self): pass def Post(self, s, tab=False, send=False, myself=False): if not tab: tab = component.get('chat') s = self.Normalize(s, tab) tab.set_colors() tab.Post(s, send, myself) def ParseLogic(self, s, node): 'Nodes now parse through ParsLogic. Easily add new parse rules right here!!' s = self.NameSpaceE(s) s = self.NameSpaceI(s, node) s = self.NodeMap(s, node) s = self.NodeParent(s, node.get('map')) return s def Normalize(self, s, tab): for plugin_fname in tab.activeplugins.keys(): plugin = tab.activeplugins[plugin_fname] try: s = plugin.pre_parse(s) except Exception, e: if str(e) != "'module' object has no attribute 'post_msg'": #logger.general(traceback.format_exc()) logger.general("EXCEPTION: " + str(e)) if tab.parsed == 0: s = self.NameSpaceE(s) s = self.Node(s) s = self.Dice(s) s = self.Filter(s, tab) tab.parsed = 1 return s def Filter(self, s, tab): s = tab.GetFilteredText(s) return s def Node(self, s): """Parses player input for embedded nodes rolls""" cur_loc = 0 #[a-zA-Z0-9 _\-\.] reg = re.compile("(!@(.*?)@!)") matches = reg.findall(s) for i in xrange(0,len(matches)): newstr = self.Node(self.resolve_nodes(matches[i][1])) s = s.replace(matches[i][0], newstr, 1) return s def Dice(self, s): """Parses player input for embedded dice rolls""" reg = re.compile("\[([^]]*?)\]") matches = reg.findall(s) for i in xrange(0,len(matches)): newstr = self.Unknown(matches[i]) qmode = 0 newstr1 = newstr if newstr[0].lower() == 'q': newstr = newstr[1:] qmode = 1 if newstr[0].lower() == '#': newstr = newstr[1:] qmode = 2 try: newstr = component.get('DiceManager').proccessRoll(newstr) except: pass if qmode == 1: s = s.replace("[" + matches[i] + "]", "<!-- Official Roll [" + newstr1 + "] => " + newstr + "-->" + newstr, 1) elif qmode == 2: s = s.replace("[" + matches[i] + "]", newstr[len(newstr)-2:-1], 1) else: s = s.replace("[" + matches[i] + "]", "[" + newstr1 + "<!-- Official Roll -->] => " + newstr, 1) return s def Unknown(self, s): # Uses a tuple. Usage: ?Label}dY. If no Label is assigned then use ?}DY newstr = "0" reg = re.compile("(\?\{*)([a-zA-Z ]*)(\}*)") matches = reg.findall(s) for i in xrange(0,len(matches)): lb = "Replace '?' with: " if len(matches[i][0]): lb = matches[i][1] + "?: " dlg = TextEntryDialog(component.get('chat'), lb, "Missing Value?") dlg.SetValue('') if matches[i][0] != '': dlg.SetTitle("Enter Value for " + matches[i][1]) if dlg.ShowModal() == ID_OK: newstr = dlg.GetValue() if newstr == '': newstr = '0' s = s.replace(matches[i][0], newstr, 1).replace(matches[i][1], '', 1).replace(matches[i][2], '', 1) dlg.Destroy() return s def LocationCheck(self, node, tree_map, new_map, find): if node == 'Invalid Reference!': return node namespace = node.getiterator('nodehandler'); tr = tree_map.split('::') newstr = '' for name in namespace: try: t = new_map.index(name.get('name'))-1 except: t = 0 if find[0] == name.get('name'): s = '::'.join(new_map[:len(tr)-t])+'::'+'::'.join(find) newstr = self.NameSpaceE('!&' +s+ '&!') break if newstr != '': return newstr else: del new_map[len(new_map)-1] node = self.get_node(new_map) newstr = self.LocationCheck(node, tree_map, new_map, find) return newstr def FutureCheck(self, node, next): future = node.getiterator('nodehandler') for advance in future: if next == advance.get('name'): return True return False def NameSpaceI(self, s, node): reg1 = re.compile('(!"(.*?)"!)') ## Easter Egg! """If you found this you found my first easter egg. I was tired of people telling me multiple references syntax for the game tree is confusing, so I dropped this in there without telling anyone. Using !" :: "! will allow you to use an internal namespace from within another internal namespace -- TaS, Prof. Ebral""" reg2 = re.compile("(!=(.*?)=!)") matches = reg1.findall(s) + reg2.findall(s) tree_map = node.get('map') for i in xrange(0,len(matches)): ## Build the new tree_map new_map = tree_map.split('::') find = matches[i][1].split('::') ## Backwards Reference the Parent Children node = self.get_node(new_map) newstr = self.LocationCheck(node, tree_map, new_map, find) s = s.replace(matches[i][0], newstr, 1) s = self.ParseLogic(s, node) return s def NameSpaceE(self, s): reg = re.compile("(!&(.*?)&!)") matches = reg.findall(s) newstr = False nodeable = ['rpg_grid_handler', 'container_handler', 'group_handler', 'tabber_handler', 'splitter_handler', 'form_handler', 'textctrl_handler'] for i in xrange(0,len(matches)): find = matches[i][1].split('::') node = component.get('tree').xml_root if not iselement(node): s = s.replace(matches[i][0], 'Invalid Reference!', 1); s = self.NameSpaceE(s) return s for x in xrange(0, len(find)): namespace = node.getiterator('nodehandler') for node in namespace: if find[x] == node.get('name'): if node.get('class') not in nodeable: continue if node.get('class') == 'rpg_grid_handler': try: newstr = self.NameSpaceGrid(find[x+1], node); break except: newstr = 'Invalid Grid Reference!' try: if self.FutureCheck(node, find[x+1]): break else: continue except: if x == len(find)-1: if node.find('text') != None: newstr = str(node.find('text').text) else: newstr = 'Invalid Reference!' break else: break if not newstr: newstr = 'Invalid Reference!' s = s.replace(matches[i][0], newstr, 1) s = self.ParseLogic(s, node) return s def NameSpaceGrid(self, s, node): cell = tuple(s.strip('(').strip(')').split(',')) grid = node.find('grid') rows = grid.findall('row') try: col = rows[int(self.Dice(cell[0]))-1].findall('cell') s = self.ParseLogic(col[int(self.Dice(cell[1]))-1].text, node) or 'No Cell Data' except: s = 'Invalid Grid Reference!' return s def NodeMap(self, s, node): """Parses player input for embedded nodes rolls""" cur_loc = 0 reg = re.compile("(!!(.*?)!!)") matches = reg.findall(s) for i in xrange(0,len(matches)): tree_map = node.get('map') tree_map = tree_map + '::' + matches[i][1] newstr = '!@'+ tree_map +'@!' s = s.replace(matches[i][0], newstr, 1) s = self.Node(s) s = self.NodeParent(s, tree_map) return s def NodeParent(self, s, tree_map): """Parses player input for embedded nodes rolls""" cur_loc = 0 reg = re.compile("(!#(.*?)#!)") matches = reg.findall(s) for i in xrange(0,len(matches)): ## Build the new tree_map new_map = tree_map.split('::') del new_map[len(new_map)-1] parent_map = matches[i][1].split('::') ## Backwards Reference the Parent Children child_node = self.get_node(new_map) newstr = self.get_root(child_node, tree_map, new_map, parent_map) s = s.replace(matches[i][0], newstr, 1) s = self.Node(s) return s def get_root(self, child_node, tree_map, new_map, parent_map): if child_node == 'Invalid Reference!': return child_node roots = child_node.getchildren(); tr = tree_map.split('::') newstr = '' for root in roots: try: t = new_map.index(root.get('name')) except: t = 1 if parent_map[0] == root.get('name'): newstr = '!@' + '::'.join(new_map[:len(tr)-t]) + '::' + '::'.join(parent_map) + '@!' if newstr != '': return newstr else: del new_map[len(new_map)-1] child_node = self.get_node(new_map) newstr = self.get_root(child_node, tree_map, new_map, parent_map) return newstr def get_node(self, path): return_node = 'Invalid Reference!' value = "" depth = len(path) try: node = component.get('tree').tree_map[path[0]]['node'] except Exception, e: return return_node return_node = self.resolve_get_loop(node, path, 1, depth) return return_node def resolve_get_loop(self, node, path, step, depth): if step == depth: return node else: child_list = node.getchildren() for child in child_list: if step == depth: break if child.get('name') == path[step]: node = self.resolve_get_loop(child, path, step+1, depth) return node def resolve_nodes(self, s): self.passed = False string = 'Invalid Reference!' value = "" path = s.split('::') depth = len(path) try: node = component.get('tree').tree_map[path[0]]['node'] except Exception, e: return string if node.get('class') in ('dnd35char_handler', "SWd20char_handler", "d20char_handler", "dnd3echar_handler"): string = self.resolve_cust_loop(node, path, 1, depth) elif node.get('class') == 'rpg_grid_handler': self.resolve_grid(node, path, 1, depth) else: string = self.resolve_loop(node, path, 1, depth) return string def resolve_loop(self, node, path, step, depth): if step == depth: return self.resolution(node) else: child_list = node.findall('nodehandler') for child in child_list: if step == depth: break if child.get('name') == path[step]: node = child step += 1 if node.get('class') in ('dnd35char_handler', "SWd20char_handler", "d20char_handler", "dnd3echar_handler"): string = self.resolve_cust_loop(node, path, step, depth) elif node.get('class') == 'rpg_grid_handler': string = self.resolve_grid(node, path, step, depth) else: string = self.resolve_loop(node, path, step, depth) return string def resolution(self, node): if self.passed == False: self.passed = True if node.get('class') == 'textctrl_handler': s = str(node.find('text').text) else: s = 'Nodehandler for '+ node.get('class') + ' not done!' or 'Invalid Reference!' else: s = '' s = self.ParseLogic(s, node) return s def resolve_grid(self, node, path, step, depth): if step == depth: return 'Invalid Grid Reference!' cell = tuple(path[step].strip('(').strip(')').split(',')) grid = node.find('grid') rows = grid.findall('row') col = rows[int(self.Dice(cell[0]))-1].findall('cell') try: s = self.ParseLogic(col[int(self.Dice(cell[1]))-1].text, node) or 'No Cell Data' except: s = 'Invalid Grid Reference!' return s def resolve_cust_loop(self, node, path, step, depth): s = 'Invalid Reference!' node_class = node.get('class') ## Code needs clean up. Either choose .lower() or .title(), then reset the path list's content ## if step == depth: self.resolution(node) ##Build Abilities dictionary## if node_class not in ('d20char_handler', "SWd20char_handler"): ab = node.find('character').find('abilities') else: ab = node.find('abilities') ab_list = ab.findall('stat'); pc_stats = {} for ability in ab_list: pc_stats[ability.get('name')] = ( str(ability.get('base')), str((int(ability.get('base'))-10)/2) ) pc_stats[ability.get('abbr')] = ( str(ability.get('base')), str((int(ability.get('base'))-10)/2) ) if node_class not in ('d20char_handler', "SWd20char_handler"): ab = node.find('character').find('saves') else: ab = node.find('saves') ab_list = ab.findall('save') for save in ab_list: pc_stats[save.get('name')] = (str(save.get('base')), str(int(save.get('magmod')) + int(save.get('miscmod')) + int(pc_stats[save.get('stat')][1]) ) ) if save.get('name') == 'Fortitude': abbr = 'Fort' if save.get('name') == 'Reflex': abbr = 'Ref' if save.get('name') == 'Will': abbr = 'Will' pc_stats[abbr] = ( str(save.get('base')), str(int(save.get('magmod')) + int(save.get('miscmod')) + int(pc_stats[save.get('stat')][1]) ) ) if path[step].lower() == 'skill': if node_class not in ('d20char_handler', "SWd20char_handler"): node = node.find('snf') node = node.find('skills') child_list = node.findall('skill') for child in child_list: if path[step+1].lower() == child.get('name').lower(): if step+2 == depth: s = child.get('rank') elif path[step+2].lower() == 'check': s = '<b>Skill Check:</b> ' + child.get('name') + ' [1d20+'+str( int(child.get('rank')) + int(pc_stats[child.get('stat')][1]) )+']' return s if path[step].lower() == 'feat': if node_class not in ('d20char_handler', "SWd20char_handler"): node = node.find('snf') node = node.find('feats') child_list = node.findall('feat') for child in child_list: if path[step+1].lower() == child.get('name').lower(): if step+2 == depth: s = '<b>'+child.get('name')+'</b>'+': '+child.get('desc') return s if path[step].lower() == 'cast': if node_class not in ('d20char_handler', "SWd20char_handler"): node = node.find('snp') node = node.find('spells') child_list = node.findall('spell') for child in child_list: if path[step+1].lower() == child.get('name').lower(): if step+2 == depth: s = '<b>'+child.get('name')+'</b>'+': '+child.get('desc') return s if path[step].lower() == 'attack': if node_class not in ('d20char_handler', "SWd20char_handler"): node = node.find('combat') if path[step+1].lower() == 'melee' or path[step+1].lower() == 'm': bonus_text = '(Melee)' bonus = node.find('attacks') bonus = bonus.find('melee') bonus = bonus.attrib; d = int(pc_stats['Str'][1]) elif path[step+1].lower() == 'ranged' or path[step+1].lower() == 'r': bonus_text = '(Ranged)' bonus = node.find('attacks') bonus = bonus.find('ranged') bonus = bonus.attrib; d = int(pc_stats['Dex'][1]) for b in bonus: d += int(bonus[b]) bonus = str(d) if path[step+2] == None: s= bonus else: weapons = node.find('attacks') weapons = weapons.findall('weapon') for child in weapons: if path[step+2].lower() == child.get('name').lower(): s = '<b>Attack: '+bonus_text+'</b> '+child.get('name')+' [1d20+'+bonus+'] ' + 'Damage: ['+child.get('damage')+']' return s elif pc_stats.has_key(path[step].title()): if step+1 == depth: s = pc_stats[path[step].title()][0] + ' +('+pc_stats[path[step].title()][1]+')' elif path[step+1].title() == 'Mod': s = pc_stats[path[step].title()][1] elif path[step+1].title() == 'Check': s = '<b>'+path[step].title()+' Check:</b> [1d20+'+str(pc_stats[path[step].title()][1])+']' return s return s Parse = InterParse()