view orpg/dieroller/rollers/alternity.py @ 217:c719a07cd28d beta

Traipse Beta 'OpenRPG' {100430-01} Traipse is a distribution of OpenRPG that is designed to be easy to setup and go. Traipse also makes it easy for developers to work on code without fear of sacrifice. 'Ornery-Orc' continues the trend of 'Grumpy' and adds fixes to the code. 'Ornery-Orc's main goal is to offer more advanced features and enhance the productivity of the user. Update Summary (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whiteboard_handler, Circles work by you clicking the center of the circle Fix to Servers parse_incoming_dom which was outdated and did not respect XML Fix to a broken link in the server welcome message Fix to InterParse and logger requiring traceback Fix to Update Manager Status Bar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 Daily-01: Again forgot the version number Files affect in last update: Currently selected branch: beta Author: sirebral Files Modified (in update): orpg/chat/commands.py orpg/gametree/gametree.py orpg/gametree/nodehandlers/containers.py orpg/gametree/nodehandlers/minilib.py orpg/pluginhandler.py plugins/xxhiddendice.py plugins/xxsimpleinit.py
author sirebral
date Fri, 30 Apr 2010 05:44:05 -0500
parents 7c1a8b36b729
children 72e0cce81a47
line wrap: on
line source

# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
# --
#
# File: Alternity.py
# Version:
#   $Id: Alternity.py,v .1 JEC (cchriss@thecastle.com)
#
# Description: Alternity die roller based on Posterboy's D20 Dieroller
#
# Changelog:
#
# v.1 original release JEC
#
# Traipse Release: 
# The changes made in the Traipe release are intended to create a more direct connection
# between the source and the intrepretor. IF, ELIF statements have been replaced with dictionaries,
# unused objects have been replace with re-usable objects, and the code has been condensed.
#
# SEG: JAN 24 2010 - v.1.4 O'Flux Release:
# Edits & Additions: fixed a few minor bugs; Damage roll & Display Issues.
# Added Secondary Damage Calculation and Display. Fix all errors.
# Added proper results for Critcal Successes with failure ==> final Result Ordinary Success
# Removed reduntent Method to make parent class true with all others working as child.
# Made all special output same colour codes font size. Cleaned out old commented lines.
# Tested for Traipse on Win 7
#
#  Skill Check Example:
#  [1d20.sk(12,-2)]
#  OUTPUT Example:
#  => [6,-3] = (3) AMAZING Success
#
#  Pistol, Laser; 0 step -- Attack Example:
#  [1d20.at(12,0,(1d4+1,"w"),(1d6+1,"w"),(1d4,"m"))]
#  OUTPUT Example:
#  => [1,0] = (1) CRITICAL SUCCESS AMAZING HIT
#  ===> Damage [4] = (4) mortal ======> Secondary Damage (2) stun / (2) wound
#
#  Action Check Example:
#  [1d20.ac(14,-1)]
#  OUTPUT Example:
#   => ACTION CHECK : [18,-3] = (15) Marginal failure
#   -1 Step make up bonus next Action Check
#
#

import re

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

##from orpg.tools.orpg_log import debug


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

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

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

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

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

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

die_rollers.register(alternity)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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