view orpg/dieroller/rollers/sr4.py @ 175:fd6415b8243e alpha

Traipse Alpha 'OpenRPG' {100112-01} 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 (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 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 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 New EZ_Tree Reference system. Push a button, Traipse the tree, get a reference (Alpha!!) 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 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
author sirebral
date Tue, 12 Jan 2010 19:51:39 -0600
parents 5c9a118476b2
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: sr4.py
# Author: Veggiesama, ripped straight from Michael Edwards (AKA akoman)
# Maintainer:
# Version: 1.1
#
# 1.1: Now with glitch and critical glitch detection!
# 1.1: Cleaned up some of the output to make it simpler.
#
# Description: Modified from the original Shadowrun dieroller by akoman,
#              but altered to follow the new Shadowrun 4th Ed dice system.
#
#              SR4 VS
#              Typing [Xd6.vs(Y)] will roll X dice, checking each die
#              roll against the MIN_TARGET_NUMBER (default: 5). If it
#              meets or beats it, it counts as a hit. If the total hits
#              meet or beat the Y value (threshold), there's a success.
#
#              SR4 EDGE VS
#              Identical to the above function, except it looks like
#              [Xd6.edge(Y)] and follows the "Rule of Six". That rule
#              states any roll of 6 is counted as a hit and rerolled
#              with a potential to score more hits. The "Edge" bonus
#              dice must be included into X.
#
#              SR4 INIT
#              Typing [Xd6.init(Y)] will roll X dice, checking each
#              die for a hit. All hits are added to Y (the init attrib
#              of the player), to give an Init Score for the combat.
#
#              SR4 EDGE INIT
#              Typing [Xd6.initedge(Y)] or [Xd6.edgeinit(Y)] will do
#              as above, except adding the possibility of Edge dice.
#
#              Note about non-traditional uses:
#              - D6's are not required. This script will work with any
#                die possible, and the "Rule of Six" will only trigger
#                on the highest die roll possible. Not throughly tested.
#              - If you want to alter the minimum target number (ex.
#                score a hit on a 4, 5, or 6), scroll down and change
#                the global value MIN_TARGET_NUMBER to your liking.

__version__ = "1.1"

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

MIN_TARGET_NUMBER = 5
GLITCH_NUMBER = 1

class sr4(std):
    name = "sr4"

    def __init__(self,source=[]):
        std.__init__(self,source)
        self.threshold = None
        self.init_attrib = None

    def vs(self,threshold=0):
        return sr4vs(self, threshold)

    def edge(self,threshold=0):
        return sr4vs(self, threshold, 1)

    def init(self,init_attrib=0):
        return sr4init(self, init_attrib)

    def initedge(self,init_attrib=0):
        return sr4init(self, init_attrib, 1)
    def edgeinit(self,init_attrib=0):
        return sr4init(self, init_attrib, 1)

    def countEdge(self,num):
        if num <= 1:
            self
        done = 1
        for i in range(len(self.data)):
            if (self.data[i].lastroll() >= num):
                # counts every rerolled 6 as a hit
                self.hits += 1
                self.data[i].extraroll()
                self.total += 1
                done = 0
            elif (self.data[i].lastroll() <= GLITCH_NUMBER):
                self.ones += 1
            self.total += 1
        if done:
            return self
        else:
            return self.countEdge(num)

    def countHits(self,num):
        for i in range(len(self.data)):
            if (self.data[i].lastroll() >= MIN_TARGET_NUMBER):
                # (Rule of Six taken into account in countEdge(), not here)
                self.hits += 1
            elif (self.data[i].lastroll() <= GLITCH_NUMBER):
                self.ones += 1
            self.total += 1

    def __str__(self):
        if len(self.data) > 0:
            self.hits = 0
            self.ones = 0
            self.total = 0
            for i in range(len(self.data)):
                if (self.data[i].lastroll() >= MIN_TARGET_NUMBER):
                    self.hits += 1
                elif (self.data[i].lastroll() <= GLITCH_NUMBER):
                    self.ones += 1
                self.total += 1
            firstpass = 0
            myStr = "["
            for a in self.data[0:]:
                if firstpass != 0:
                    myStr += ","
                firstpass = 1
                if a >= MIN_TARGET_NUMBER:
                    myStr += "<B>" + str(a) + "</B>"
                elif a <= GLITCH_NUMBER:
                    myStr += "<i>" + str(a) + "</i>"
                else:
                    myStr += str(a)
            myStr += "] " + CheckIfGlitch(self.ones, self.hits, self.total)
            myStr += "Hits: (" + str(self.hits) + ")"
        else:
            myStr = "[] = (0)"
        return myStr

die_rollers.register(sr4)

class sr4init(sr4):
    def __init__(self,source=[],init_attrib=1,edge=0):
        std.__init__(self,source)
        if init_attrib < 2:
            self.init_attrib = 2
        else:
            self.init_attrib = init_attrib
        self.dicesides = self[0].sides
        self.hits = 0
        self.ones = 0
        self.total = 0
        if edge:
            self.countEdge(self.dicesides)
        self.countHits(self.dicesides)

    def __str__(self):
        if len(self.data) > 0:
            firstpass = 0
            myStr = "["
            for a in self.data[0:]:
                if firstpass != 0:
                    myStr += ","
                firstpass = 1
                if a >= MIN_TARGET_NUMBER:
                    myStr += "<B>" + str(a) + "</B>"
                elif a <= GLITCH_NUMBER:
                    myStr += "<i>" + str(a) + "</i>"
                else:
                    myStr += str(a)
            myStr += "] " + CheckIfGlitch(self.ones, self.hits, self.total)
            init_score = str(self.init_attrib + self.hits)
            myStr += "InitScore: " + str(self.init_attrib) + "+"
            myStr += str(self.hits) + " = (" + init_score + ")"
        else:
            myStr = "[] = (0)"
        return myStr

class sr4vs(sr4):
    def __init__(self,source=[], threshold=1, edge=0):
        std.__init__(self, source)
        if threshold < 0:
            self.threshold = 0
        else:
            self.threshold = threshold
        self.dicesides = self[0].sides
        self.hits = 0
        self.ones = 0
        self.total = 0
        if edge:
            self.countEdge(self.dicesides)
        self.countHits(self.dicesides)

    def __str__(self):
        if len(self.data) > 0:
            firstpass = 0
            myStr = "["
            for a in self.data[0:]:
                if firstpass != 0:
                    myStr += ","
                firstpass = 1
                if a >= MIN_TARGET_NUMBER:
                    myStr += "<B>" + str(a) + "</B>"
                elif a <= GLITCH_NUMBER:
                    myStr += "<i>" + str(a) + "</i>"
                else:
                    myStr += str(a)
            #myStr += "] Threshold=" + str(self.threshold)
            myStr += "] vs " + str(self.threshold) + " "
            myStr += CheckIfGlitch(self.ones, self.hits, self.total)
            if self.hits >= self.threshold:
                myStr += "*SUCCESS* "
            else:
                myStr += "*FAILURE* "
            myStr += "Hits: (" + str(self.hits) + ")"
        else:
            myStr = "[] = (0)"
        return myStr

def CheckIfGlitch(ones, hits, total_dice):
    if (ones * 2) >= total_dice:
        if hits >= 1:
            return "*GLITCH* "
        else:
            return "*CRITICAL GLITCH* "
    else:
        return ""