view orpg/dieroller/rollers/wodex.py @ 184:dcae32e219f1 beta

Traipse Beta 'OpenRPG' {100117-00} Traipse is a distribution of OpenRPG that is designed to be easy to setup and go. Traipse also makes it easy for developers to work on code without fear of sacrifice. 'Ornery-Orc' continues the trend of 'Grumpy' and adds fixes to the code. 'Ornery-Orc's main goal is to offer more advanced features and enhance the productivity of the user. Update Summary (Beta) New Features: Added Bookmarks Added 'boot' command to remote admin Added confirmation window for sent nodes Minor changes to allow for portability to an OpenSUSE linux OS Miniatures Layer pop up box allows users to turn off Mini labels, from FlexiRPG Zoom Mouse plugin added Images added to Plugin UI Switching to Element Tree Map efficiency, from FlexiRPG Added Status Bar to Update Manager New TrueDebug Class in orpg_log (See documentation for usage) Portable Mercurial Tip of the Day added, from Core and community New Reference Syntax added for custom PC sheets New Child Reference for gametree New Parent Reference for gametree New Gametree Recursion method, mapping, context sensitivity, and effeciency.. New Features node with bonus nodes and Node Referencing help added Dieroller structure from Core New DieRoller portability for odd Dice Added 7th Sea die roller; ie [7k3] = [7d10.takeHighest(3).open(10)] New 'Mythos' System die roller added Added new vs. die roller method for WoD; ie [3v3] = [3d10.vs(3)]. Included for Mythos roller also New Warhammer FRPG Die Roller (Special thanks to Puu-san for the support) New EZ_Tree Reference system. Push a button, Traipse the tree, get a reference (Beta!) Fixes: Fix to Text based Server Fix to Remote Admin Commands Fix to Pretty Print, from Core Fix to Splitter Nodes not being created Fix to massive amounts of images loading, from Core Fix to Map from gametree not showing to all clients Fix to gametree about menus Fix to Password Manager check on startup Fix to PC Sheets from tool nodes. They now use the tabber_panel Fix to Whiteboard ID to prevent random line or text deleting. Fixes to Server, Remote Server, and Server GUI Fix to Update Manager; cleaner clode for saved repositories Fixes made to Settings Panel and now reactive settings when Ok is pressed Fixes to Alternity roller's attack roll. Uses a simple Tuple instead of a Splice Fix to Use panel of Forms and Tabbers. Now longer enters design mode Fix made Image Fetching. New fetching image and new failed image Modified ID's to prevent non updated clients from ruining the fix. default_manifest.xml renamed to default_upmana.xml
author sirebral
date Sun, 17 Jan 2010 21:37:34 -0600
parents ff48c2741fe7
children
line wrap: on
line source

## a vs die roller as used by WOD games
#!/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: wodex.py
# Original Author: Darloth
# Maintainer:
# Original Version: 1.0
#
# Description: A modified form of the World of Darkness die roller to
#              conform to ShadowRun rules-sets, then modified back to the WoD for
#              the new WoD system. Thanks to the ORPG team
#              for the original die rollers.
#              Much thanks to whoever wrote the original shadowrun roller (akoman I believe)


from std import std
from orpg.dieroller.base import *

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

class wodex(std):
    name = "wodex"

    def __init__(self,source=[]):
        std.__init__(self,source)

    def vs(self,actualtarget=6):
        return oldwodVs(self,actualtarget,(6))

    def wod(self,actualtarget=8):
        return newwodVs(self,actualtarget,(8))

    def exalt(self, actualtarget=7):
        return exaltVs(self, actualtarget)

    def exaltDmg(self, actualtarget=7):
        return exaltDmg(self, actualtarget)

    def vswide(self,actualtarget=6,maxtarget=10):    #wide simply means it reports TNs from 2 to a specified max.
        return oldwodVs(self,actualtarget,2,maxtarget)

die_rollers.register(wodex)

class oldwodVs(std):
    def __init__(self,source=[],actualtarget=6,mintn=2,maxtn=10):
        std.__init__(self, source)
        if actualtarget > 10:
            actualtarget = 10
        if mintn > 10:
            mintn = 10
        if maxtn > 10:
            maxtn = 10
        if actualtarget < 2:
            self.target = 2
        else:
            self.target = actualtarget
        #if the target number is higher than max (Mainly for wide rolls) then increase max to tn
        if actualtarget > maxtn:
            maxtn = actualtarget
        if actualtarget < mintn:
            mintn = actualtarget
        #store minimum for later use as well, also in result printing section.
        if mintn < 2:
            self.mintn = 2
        else:
            self.mintn = mintn
        self.maxtn = maxtn #store for later use in printing results. (Yeah, these comments are now disordered)

        # WoD etc uses d10 but i've left it so it can roll anything openended
        # self.openended(self[0].sides)

    #count successes, by looping through each die, and checking it against the currently set TN
    #1's subtract successes.
    def __sum__(self):
        s = 0
        for r in self.data:
            if r >= self.target:
                s += 1
            elif r == 1:
                s -= 1
        return s

    #a modified sum, but this one takes a target argument, and is there because otherwise it is difficult to loop through
    #tns counting successes against each one without changing target, which is rather dangerous as the original TN could
    #easily be lost. 1s subtract successes from everything.
    def xsum(self,curtarget):
        s = 0
        for r in self.data:
            if r >= curtarget:
                s += 1
            elif r == 1:
                s -= 1
        return s


    def __str__(self):
        if len(self.data) > 0:
            myStr = "[" + str(self.data[0])
            for a in self.data[1:]:
                myStr += ","
                myStr += str(a)
            myStr += "] Results: "
            #cycle through from mintn to maxtn, summing successes for each separate TN
            for targ in range(self.mintn,self.maxtn+1):
                if (targ == self.target):
                    myStr += "<b>"
                myStr += "(" + str(self.xsum(targ)) + "&nbsp;vs&nbsp;" + str(targ) + ") "
                if (targ == self.target):
                    myStr += "</b>"
        else:
            myStr = "[] = (0)"

        return myStr

class newwodVs(std):
    def __init__(self,source=[],actualtarget=8,mintn=8,maxtn=8):
        std.__init__(self, source)
        if actualtarget > 30:
            actualtarget = 30
        if mintn > 10:
            mintn = 10
        if maxtn > 10:
            maxtn = 10
        if actualtarget < 2:
            self.target = 2
        else:
            self.target = actualtarget
        #if the target number is higher than max (Mainly for wide rolls) then increase max to tn
        if actualtarget > maxtn:
            maxtn = actualtarget
        if actualtarget < mintn:
            mintn = actualtarget
        #store minimum for later use as well, also in result printing section.
        if mintn < 2:
            self.mintn = 2
        else:
            self.mintn = mintn
        self.maxtn = maxtn #store for later use in printing results. (Yeah, these comments are now disordered)

        # WoD etc uses d10 but i've left it so it can roll anything openended
        # self.openended(self[0].sides)

    #a modified sum, but this one takes a target argument, and is there because otherwise it is difficult to loop through
    #tns counting successes against each one without changing target, which is rather dangerous as the original TN could
    #easily be lost. 1s subtract successes from original but not re-rolls.
    def xsum(self,curtarget,subones=1):
        s = 0
        done = 1
        for r in self.data:
            if r >= curtarget:
                s += 1
            elif ((r == 1) and (subones == 1)):
                s -= 1
        if r == 10:
            done = 0
            subones = 0
            self.append(di(10))
        if done == 1:
            return s
        else:
            return self.xsum(0)

    def openended(self,num):
        if num <= 1:
            self
        done = 1
        for i in range(len(self.data)):
            if self.data[i].lastroll() == num:
                self.data[i].extraroll()
                done = 0
        if done:
            return self
        else:
            return self.openended(num)


    def __str__(self):
        if len(self.data) > 0:
            myStr = "[" + str(self.data[0])
            for a in self.data[1:]:
                myStr += ","
                myStr += str(a)
            myStr += "] Results: "
            #cycle through from mintn to maxtn, summing successes for each separate TN
            for targ in range(self.mintn,self.maxtn+1):
                if (targ == self.target):
                    myStr += "<b>"
                myStr += "(" + str(self.xsum(targ)) + "&nbsp;vs&nbsp;" + str(targ) + ") "
                if (targ == self.target):
                    myStr += "</b>"
        else:
            myStr = "[] = (0)"

        return myStr

class exaltVs(std):
    def __init__(self, source=[], actualtarget=7):
        std.__init__(self, source)

        if actualtarget > 10:
            actualtarget = 10

        if actualtarget < 2:
            self.target = 2
        else:
            self.target = actualtarget


    def xsum(self, target):
        s = 0

        for r in self.data:
            if r >= target:
                s += 1
            if r == 10:
                s += 1

        return s


    def __str__(self):
        if len(self.data) > 0:
            myStr = str(self.data)
            myStr += " Results: "

            succ = self.xsum(self.target)
            if succ == 0 and 1 in self.data:
                myStr += 'BOTCH!'
            elif succ == 0:
                myStr += str(succ) + " Failure"
            elif succ == 1:
                myStr += str(succ) + " Success"
            else:
                myStr += str(succ) + " Successes"

            return myStr

class exaltDmg(std):
    def __init__(self, source=[], actualtarget=7):
        std.__init__(self, source)
        if actualtarget > 10:
            actualtarget = 10

        if actualtarget < 2:
            self.target = 2
        else:
            self.target = actualtarget

    def xsum(self, target):
        s = 0

        for r in self.data:
            if r >= target:
                s += 1
        return s

    def __str__(self):
        if len(self.data) > 0:
            myStr = str(self.data)
            myStr += " Results: "

            succ = self.xsum(self.target)

            if succ == 0 and 1 in self.data:
                myStr += 'BOTCH!'
            elif succ == 0:
                myStr += str(succ) + " Failure"
            elif succ == 1:
                myStr += str(succ) + " Success"
            else:
                myStr += str(succ) + " Successes"

            return myStr