view orpg/dieroller/die.py @ 166:eef2463cd441 alpha

Traipse Alpha 'OpenRPG' {091203-00} 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 (Keeping up with 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 Gametree Recursion method, mapping, context sensitivity, and effeciency.. New Features node with bonus nodes and Node Referencing help added Added 7th Sea die roller method; 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)]. Includes support for Mythos roller. 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 Fixed Whiteboard ID to prevent random line or text deleting. Modified ID's to prevent non updated clients from ruining the fix. default_manifest.xml renamed to default_upmana.xml Fix to Update Manager; cleaner clode for saved repositories Fixes made to Settings Panel and no reactive settings when Ok is pressed.
author sirebral
date Thu, 03 Dec 2009 00:50:44 -0600
parents 565ab3d84430
children
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 1.13 2007/03/13 17:53:42 digitalxero Exp $
#
# Description: This class is used to make working with dice easier
#

__version__ = "$Id: die.py,v 1.13 2007/03/13 17:53:42 digitalxero Exp $"


import random
import UserList
import copy
#import string

class die_base(UserList.UserList):

    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
        #return abs(self.sum())

    
    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 = random.randint(min, self.sides)
            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 = random.randint(1, self.sides)
            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 std(die_base):
    
    def __init__(self,source=[]):
        die_base.__init__(self,source)

    #  Examples of adding member functions through inheritance.

    
    def ascending(self):
        result = self[:]
        result.sort()
        return result

    
    def descending(self):
        result = self[:]
        result.sort()
        result.reverse()
        return result

    
    def takeHighest(self,num_dice):
        return self.descending()[:num_dice]

    
    def takeLowest(self,num_dice):
        return self.ascending()[:num_dice]

    
    def extra(self,num):
        for i in range(len(self.data)):
            if self.data[i].lastroll() >= num:
                self.data[i].extraroll()
        return self

    
    def open(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.open(num)

    
    def minroll(self,min):
        for i in range(len(self.data)):
            if self.data[i].lastroll() < min:
                self.data[i].roll(min)
        return self

    
    def each(self,mod):
        mod = int(mod)
        for i in range(len(self.data)):
            self.data[i].modify(mod)
        return self


    
    def vs(self, target):
        for dn in self.data:
            dn.target = target
        return self


    ## If we are testing against a saving throw, we check for
    ## greater than or equal to against the target value and
    ## we only return the number of successful saves.  A negative
    ## value will never be generated.
    
    def sum(self):
        retValue = 0
        for dn in self.data:
            setValue = reduce( lambda x, y : int(x)+int(y), dn.history )
            if dn.target:
                if setValue >= dn.target:
                    retValue += 1

            else:
                retValue += setValue

        return retValue