Mercurial > traipse_dev
view orpg/dieroller/rollers/srex.py @ 248:1df5912db00c beta tip
Traipse Beta 'OpenRPG' {101205-00}
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 (Closed)
New Features:
New to Map, can re-order Grid, Miniatures, and Whiteboard layer draw order
New to Server GUI, can now clear log
New Earthdawn Dieroller
New IronClaw roller, sheet, and image
New ShapeShifter PC Sheet
Updates:
Update to Warhammer PC Sheet. Rollers set as macros. Should work with little maintanence.
Update to Browser Server window. Display rooms with ' " & cleaner
Update to Server. Handles ' " & cleaner
Update to Dieroller. Cleaner, more effecient expression system
Update to Hidden Die plugin, allows for non standard dice rolls
Update to location.py, allows for more portable references when starting Traipse
Update to the Features node
Fixes:
Fix to InterParse that was causing an Infernal Loop with Namespace Internal
Fix to XML data, removed old Minidom and switched to Element Tree
Fix to Server that was causing eternal attempt to find a Server ID, in Register Rooms thread
Fix to Server, removing wxPython dependencies where not needed
Fix to metaservers.xml file not being created
Fix to Single and Double quotes in Whiteboard text
Fix to Background images not showing when using the Image Server
Fix to Duplicate chat names appearing
Fix to Server GUI's logging output
Fix to FNB.COLORFUL_TABS bug
Fix to Gametree for XSLT Sheets
Fix to Gametree for locating gametree files
Fix to Send to Chat from Gametree
Fix to Gametree, renaming and remapping operates correctly
Fix to aliaslib, prevents error caused when SafeHTML is sent None
author | sirebral |
---|---|
date | Sun, 05 Dec 2010 10:53:30 -0600 |
parents | 56c1f2729413 |
children |
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## 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: srex.py # Original Author: Michael Edwards (AKA akoman) # Maintainer: # Original Version: 1.0 # # Description: A modified form of the World of Darkness die roller to # conform to ShadowRun rules-sets. Thanks to the ORPG team # for the original die rollers. # Thanks to tdb30_ for letting me think out loud with him. # I take my hint from the HERO dieroller: It creates for wildly variant options # Further, .vs and .open do not work together in any logical way. One method of # chaining them results in a [Bad Dice Format] and the other results in a standard # output from calling .open() # vs is a classic 'comparison' method function, with one difference. It uses a # c&p'ed .open(int) from die.py but makes sure that once the target has been exceeded # then it stops rerolling. The overhead from additional boolean checking is probably # greater than the gains from not over-rolling. The behaviour is in-line with # Shadowrun Third Edition which recommends not rolling once you've exceeded the target # open is an override of .open(int) in die.py. The reason is pretty simple. In die.py open # refers to 'open-ended rolling' whereas in Shadowrun it refers to an 'Open Test' where # the objective is to find the highest die total out of rolled dice. This is then generally # used as the target in a 'Success Test' (for which .vs functions) # Modified by: Darloth # Mod Version: 1.1 # Modified Desc: # I've altered the vs call to make it report successes against every target number (tn) # in a specified (default 3) range, with the original as median. # This reduces rerolling if the TN was calculated incorrectly, and is also very useful # when people are rolling against multiple TNs, which is the case with most area-effect spells. # To aid in picking the specified TN out from the others, it will be in bold. # vswide is a version which can be used with no arguments, or can be used to get a very wide range, by # directly specifying the upper bound (Which is limited to 30) from std import std from orpg.dieroller.base import * __version__ = "1.1" class srex(std): name = "srex" def __init__(self,source=[]): std.__init__(self,source) def vs(self,actualtarget=4,tnrange=3): #reports all tns around specified, max distance of range return srVs(self,actualtarget,(actualtarget-tnrange),(actualtarget+tnrange)) def vswide(self,actualtarget=4,maxtarget=12): #wide simply means it reports TNs from 2 to a specified max. return srVs(self,actualtarget,2,maxtarget) def open(self): #unchanged from standard shadowrun open. return srOpen(self) die_rollers.register(srex) class srVs(std): def __init__(self,source=[],actualtarget=4,mintn=2,maxtn=12): std.__init__(self, source) if actualtarget > 30: actualtarget = 30 if mintn > 30: mintn = 30 if maxtn > 30: maxtn = 30 # In Shadowrun, not target number may be below 2. Any # thing lower is scaled up. 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 #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) # Shadowrun was built to use the d6 but in the interests of experimentation I have # made the dieroller generic enough to use any die type self.openended(self[0].sides) def openended(self,num): if num <= 1: self done = 1 #reroll dice if they hit the highest number, until they are greater than the max TN (recursive) for i in range(len(self.data)): if (self.data[i].lastroll() >= num) and (self.data[i] < self.maxtn): self.data[i].extraroll() done = 0 if done: return self else: return self.openended(num) #count successes, by looping through each die, and checking it against the currently set TN def __sum__(self): s = 0 for r in self.data: if r >= self.target: 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. def xsum(self,curtarget): s = 0 for r in self.data: if r >= curtarget: 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)) + " vs " + str(targ) + ") " if targ == self.target: myStr += "</b>" else: myStr = "[] = (0)" return myStr class srOpen(std): def __init__(self,source=[]): std.__init__(self,source) self.openended(self[0].sides) 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 __sum__(self): s = 0 for r in self.data: if r > s: s = r 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) self.takeHighest(1) myStr += "] for a result of (" + str(self.__sum__().__int__()) + ")" else: myStr = "[] = (0)" return myStr