Mercurial > traipse_dev
view orpg/tools/InterParse.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 | 682032381be8 |
children |
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line source
#!/usr/bin/env python # Copyright (C) 2000-2010 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: InterParse.py # Author: # Maintainer: Tyler Starke (Traipse) # Version: # $Id: InterParse.py,v Traipse 'Ornery-Orc' prof.ebral Exp $ # # Description: InterParse = Interpretor Parser. This class parses all of the node referencing. # from orpg.orpgCore import component import re from orpg.tools.orpg_log import logger from wx import TextEntryDialog, ID_OK from xml.etree.ElementTree import iselement class InterParse(): def __init__(self): pass def Post(self, s, tab=False, send=False, myself=False): if not tab: tab = component.get('chat') s = self.Normalize(s, tab) tab.set_colors() tab.Post(s, send, myself) def ParseLogic(self, s, node=None): 'Nodes now parse through ParsLogic. Easily add new parse rules right here!!' if not node: s = self.NameSpaceE(s) s = self.NameSpaceI(s, node) #s = self.NodeMap(s, node) #s = self.NodeParent(s, node) return s def Normalize(self, s, tab=False): if not tab: tab = component.get('chat') for plugin_fname in tab.activeplugins.keys(): plugin = tab.activeplugins[plugin_fname] try: s = plugin.pre_parse(s) except Exception, e: if str(e) != "'module' object has no attribute 'post_msg'": #logger.general(traceback.format_exc()) logger.general("EXCEPTION: " + str(e)) if tab.parsed == 0: s = self.NameSpaceE(s) s = self.Node(s) s = self.Dice(s) s = self.Filter(s, tab) tab.parsed = 1 return s def Filter(self, s, tab): s = tab.GetFilteredText(s) return s def Node(self, s): """Parses player input for embedded nodes rolls""" cur_loc = 0 #[a-zA-Z0-9 _\-\.] reg = re.compile("(!@(.*?)@!)") matches = reg.findall(s) for i in xrange(0,len(matches)): newstr = self.Node(self.resolve_nodes(matches[i][1])) s = s.replace(matches[i][0], newstr, 1) return s def Dice(self, s): """Parses player input for embedded dice rolls""" reg = re.compile("\[([^]]*?)\]") matches = reg.findall(s) for i in xrange(0,len(matches)): newstr = self.Unknown(matches[i]) qmode = 0 newstr1 = newstr if newstr[0].lower() == 'q': newstr = newstr[1:] qmode = 1 if newstr[0].lower() == '#': newstr = newstr[1:] qmode = 2 try: newstr = component.get('DiceManager').proccessRoll(newstr) except: pass if qmode == 1: s = s.replace("[" + matches[i] + "]", "<!-- Official Roll [" + newstr1 + "] => " + newstr + "-->" + newstr, 1) elif qmode == 2: s = s.replace("[" + matches[i] + "]", newstr[len(newstr)-2:-1], 1) else: s = s.replace("[" + matches[i] + "]", "[" + newstr1 + "<!-- Official Roll -->] => " + newstr, 1) return s def Unknown(self, s): # Uses a tuple. Usage: ?Label}dY. If no Label is assigned then use ?}DY newstr = "0" reg = re.compile("(\?\{*)([a-zA-Z ]*)(\}*)") matches = reg.findall(s) for i in xrange(0,len(matches)): lb = "Replace '?' with: " if len(matches[i][0]): lb = matches[i][1] + "?: " dlg = TextEntryDialog(component.get('chat'), lb, "Missing Value?") dlg.SetValue('') if matches[i][0] != '': dlg.SetTitle("Enter Value for " + matches[i][1]) if dlg.ShowModal() == ID_OK: newstr = dlg.GetValue() if newstr == '': newstr = '0' s = s.replace(matches[i][0], newstr, 1).replace(matches[i][1], '', 1).replace(matches[i][2], '', 1) dlg.Destroy() return s def LocationCheck(self, node, tree_map, new_map, find): if node == 'Invalid Reference!': return node namespace = node.getiterator('nodehandler'); tr = tree_map.split('::') newstr = '' for name in namespace: try: t = new_map.index(name.get('name'))-1 except: t = 0 if find[0] == name.get('name'): s = '::'.join(new_map[:len(tr)-t])+'::'+'::'.join(find) newstr = self.NameSpaceE('!&' +s+ '&!') break if newstr != '': return newstr else: del new_map[len(new_map)-1] node = self.get_node(new_map) newstr = self.LocationCheck(node, tree_map, new_map, find) return newstr def FutureCheck(self, node, next): future = node.getiterator('nodehandler') for advance in future: if next == advance.get('name'): return True return False def NameSpaceI(self, s, node): reg1 = re.compile('(!"(.*?)"!)') ## Easter Egg! """If you found this you found my first easter egg. I was tired of people telling me multiple references syntax for the game tree is confusing, so I dropped this in there without telling anyone. Using !" :: "! will allow you to use an internal namespace from within another internal namespace -- TaS, Prof. Ebral""" reg2 = re.compile("(!=(.*?)=!)") """Adding the Parent and Child references to Namespace Internal. Namespace 2.0 is powerful enough it should be able to handle them with no problem. For future reference, if you are paying attention, Namespace will include two methods for Internal and External. !@ :: @! and !& :: &! for External and !" :: "! and != :: =! for Internal. See above Easter Egg for reasoning.""" reg3 = re.compile("(!!(.*?)!!)") reg4 = re.compile("(!#(.*?)#!)") matches = reg1.findall(s) + reg2.findall(s) + reg3.findall(s) + reg4.findall(s) try: tree_map = node.get('map') except: return node for i in xrange(0,len(matches)): ## Build the new tree_map new_map = tree_map.split('::') if new_map == ['']: new_map = [node.get('name')] find = matches[i][1].split('::') ## Backwards Reference the Parent Children node = self.get_node(new_map) newstr = self.LocationCheck(node, tree_map, new_map, find) s = s.replace(matches[i][0], newstr, 1) s = s.replace(u'\xa0', ' ') s = self.NameSpaceI(s, node) return s def NameSpaceXE(self, s): reg = re.compile("(!&(.*?)&!)") matches = reg.findall(s) nodeable = ['rpg_grid_handler', 'container_handler', 'group_handler', 'tabber_handler', 'splitter_handler', 'form_handler', 'textctrl_handler'] for i in xrange(0,len(matches)): find = matches[i][1].split('::') node = component.get('tree').xml_root for x in xrange(0, len(find)): namespace = node.getiterator('nodehandler') for node in namespace: if find[x] == node.get('name'): if node.get('class') not in nodeable: continue try: if self.FutureCheck(node, find[x+1]): break else: continue except: if x == len(find)-1: return node break else: break return None def NameSpaceE(self, s): reg = re.compile("(!&(.*?)&!)") matches = reg.findall(s) newstr = False nodeable = ['rpg_grid_handler', 'container_handler', 'group_handler', 'tabber_handler', 'splitter_handler', 'form_handler', 'textctrl_handler'] for i in xrange(0,len(matches)): find = matches[i][1].split('::') node = component.get('tree').xml_root if not iselement(node): s = s.replace(matches[i][0], 'Invalid Reference!', 1); s = self.NameSpaceE(s) return s for x in xrange(0, len(find)): namespace = node.getiterator('nodehandler') for node in namespace: if find[x] == node.get('name'): if node.get('class') not in nodeable: continue if node.get('class') == 'rpg_grid_handler': try: newstr = self.NameSpaceGrid(find[x+1], node); break except: newstr = 'Invalid Grid Reference!' try: if self.FutureCheck(node, find[x+1]): break else: continue except: if x == len(find)-1: if node.find('text') != None: newstr = str(node.find('text').text) else: newstr = 'Invalid Reference!' break else: break if not newstr: newstr = 'Invalid Reference!' s = s.replace(matches[i][0], newstr, 1) s = s.replace(u'\xa0', ' ') #Required for XSLT sheets s = self.ParseLogic(s, node) return s def NameSpaceGrid(self, s, node): cell = tuple(s.strip('(').strip(')').split(',')) grid = node.find('grid') rows = grid.findall('row') try: col = rows[int(self.Dice(cell[0]))-1].findall('cell') s = self.ParseLogic(col[int(self.Dice(cell[1]))-1].text, node) or 'No Cell Data' except: s = 'Invalid Grid Reference!' return s def NodeMap(self, s, node): """Parses player input for embedded nodes rolls""" cur_loc = 0 reg = re.compile("(!!(.*?)!!)") matches = reg.findall(s) for i in xrange(0,len(matches)): tree_map = node.get('map') tree_map = str(tree_map + '::' + matches[i][1]) if tree_map[:2] == '::': tree_map = tree_map[2:] newstr = '!@'+ str(tree_map) +'@!' s = s.replace(matches[i][0], newstr, 1) s = self.Node(s) s = self.NodeParent(s, node) return s def NodeParent(self, s, node): """Parses player input for embedded nodes rolls""" if node == 'Invalid Reference!': return node tree_map = node.get('map') cur_loc = 0 reg = re.compile("(!#(.*?)#!)") matches = reg.findall(s) for i in xrange(0,len(matches)): ## Build the new tree_map new_map = tree_map.split('::') del new_map[len(new_map)-1] parent_map = matches[i][1].split('::') ## Backwards Reference the Parent Children child_node = self.get_node(new_map) newstr = self.get_root(child_node, tree_map, new_map, parent_map) s = s.replace(matches[i][0], newstr, 1) s = self.Node(s) return s def get_root(self, child_node, tree_map, new_map, parent_map): if child_node == 'Invalid Reference!': return child_node roots = child_node.getchildren(); tr = tree_map.split('::') newstr = '' for root in roots: try: t = new_map.index(root.get('name')) except: t = 1 if parent_map[0] == root.get('name'): newstr = '!@' + '::'.join(new_map[:len(tr)-t]) + '::' + '::'.join(parent_map) + '@!' if newstr != '': return newstr else: del new_map[len(new_map)-1] child_node = self.get_node(new_map) newstr = self.get_root(child_node, tree_map, new_map, parent_map) return newstr def get_node(self, path): return_node = 'Invalid Reference!' value = "" depth = len(path) try: node = component.get('tree').tree_map[path[0]]['node'] except Exception, e: return return_node return_node = self.resolve_get_loop(node, path, 1, depth) return return_node def resolve_get_loop(self, node, path, step, depth): if step == depth: return node else: child_list = node.getchildren() for child in child_list: if step == depth: break if child.get('name') == path[step]: node = self.resolve_get_loop(child, path, step+1, depth) return node def resolve_nodes(self, s): self.passed = False string = 'Invalid Reference!' value = "" path = s.split('::') depth = len(path) try: node = component.get('tree').tree_map[path[0]]['node'] except Exception, e: return string if node.get('class') in ('dnd35char_handler', "SWd20char_handler", "d20char_handler", "dnd3echar_handler"): string = self.resolve_cust_loop(node, path, 1, depth) elif node.get('class') == 'rpg_grid_handler': self.resolve_grid(node, path, 1, depth) else: string = self.resolve_loop(node, path, 1, depth) return string def resolve_loop(self, node, path, step, depth): if step == depth: return self.resolution(node) else: child_list = node.findall('nodehandler') for child in child_list: if step == depth: break if child.get('name') == path[step]: node = child step += 1 if node.get('class') in ('dnd35char_handler', "SWd20char_handler", "d20char_handler", "dnd3echar_handler"): string = self.resolve_cust_loop(node, path, step, depth) elif node.get('class') == 'rpg_grid_handler': string = self.resolve_grid(node, path, step, depth) else: string = self.resolve_loop(node, path, step, depth) return string def resolution(self, node): if self.passed == False: self.passed = True if node.get('class') == 'textctrl_handler': s = str(node.find('text').text) else: s = 'Nodehandler for '+ node.get('class') + ' not done!' or 'Invalid Reference!' else: s = '' s = self.ParseLogic(s, node) return s def resolve_grid(self, node, path, step, depth): if step == depth: return 'Invalid Grid Reference!' cell = tuple(path[step].strip('(').strip(')').split(',')) grid = node.find('grid') rows = grid.findall('row') col = rows[int(self.Dice(cell[0]))-1].findall('cell') try: s = self.ParseLogic(col[int(self.Dice(cell[1]))-1].text, node) or 'No Cell Data' except: s = 'Invalid Grid Reference!' return s def resolve_cust_loop(self, node, path, step, depth): s = 'Invalid Reference!' node_class = node.get('class') ## Code needs clean up. Either choose .lower() or .title(), then reset the path list's content ## if step == depth: self.resolution(node) ##Build Abilities dictionary## if node_class not in ('d20char_handler', "SWd20char_handler"): ab = node.find('character').find('abilities') else: ab = node.find('abilities') ab_list = ab.findall('stat'); pc_stats = {} for ability in ab_list: pc_stats[ability.get('name')] = ( str(ability.get('base')), str((int(ability.get('base'))-10)/2) ) pc_stats[ability.get('abbr')] = ( str(ability.get('base')), str((int(ability.get('base'))-10)/2) ) if node_class not in ('d20char_handler', "SWd20char_handler"): ab = node.find('character').find('saves') else: ab = node.find('saves') ab_list = ab.findall('save') for save in ab_list: pc_stats[save.get('name')] = (str(save.get('base')), str(int(save.get('magmod')) + int(save.get('miscmod')) + int(pc_stats[save.get('stat')][1]) ) ) if save.get('name') == 'Fortitude': abbr = 'Fort' if save.get('name') == 'Reflex': abbr = 'Ref' if save.get('name') == 'Will': abbr = 'Will' pc_stats[abbr] = ( str(save.get('base')), str(int(save.get('magmod')) + int(save.get('miscmod')) + int(pc_stats[save.get('stat')][1]) ) ) if path[step].lower() == 'skill': if node_class not in ('d20char_handler', "SWd20char_handler"): node = node.find('snf') node = node.find('skills') child_list = node.findall('skill') for child in child_list: if path[step+1].lower() == child.get('name').lower(): if step+2 == depth: s = child.get('rank') elif path[step+2].lower() == 'check': s = '<b>Skill Check:</b> ' + child.get('name') + ' [1d20+'+str( int(child.get('rank')) + int(pc_stats[child.get('stat')][1]) )+']' return s if path[step].lower() == 'feat': if node_class not in ('d20char_handler', "SWd20char_handler"): node = node.find('snf') node = node.find('feats') child_list = node.findall('feat') for child in child_list: if path[step+1].lower() == child.get('name').lower(): if step+2 == depth: s = '<b>'+child.get('name')+'</b>'+': '+child.get('desc') return s if path[step].lower() == 'cast': if node_class not in ('d20char_handler', "SWd20char_handler"): node = node.find('snp') node = node.find('spells') child_list = node.findall('spell') for child in child_list: if path[step+1].lower() == child.get('name').lower(): if step+2 == depth: s = '<b>'+child.get('name')+'</b>'+': '+child.get('desc') return s if path[step].lower() == 'attack': if node_class not in ('d20char_handler', "SWd20char_handler"): node = node.find('combat') if path[step+1].lower() == 'melee' or path[step+1].lower() == 'm': bonus_text = '(Melee)' bonus = node.find('attacks') bonus = bonus.find('melee') bonus = bonus.attrib; d = int(pc_stats['Str'][1]) elif path[step+1].lower() == 'ranged' or path[step+1].lower() == 'r': bonus_text = '(Ranged)' bonus = node.find('attacks') bonus = bonus.find('ranged') bonus = bonus.attrib; d = int(pc_stats['Dex'][1]) for b in bonus: d += int(bonus[b]) bonus = str(d) if path[step+2] == None: s= bonus else: weapons = node.find('attacks') weapons = weapons.findall('weapon') for child in weapons: if path[step+2].lower() == child.get('name').lower(): s = '<b>Attack: '+bonus_text+'</b> '+child.get('name')+' [1d20+'+bonus+'] ' + 'Damage: ['+child.get('damage')+']' return s elif pc_stats.has_key(path[step].title()): if step+1 == depth: s = pc_stats[path[step].title()][0] + ' +('+pc_stats[path[step].title()][1]+')' elif path[step+1].title() == 'Mod': s = pc_stats[path[step].title()][1] elif path[step+1].title() == 'Check': s = '<b>'+path[step].title()+' Check:</b> [1d20+'+str(pc_stats[path[step].title()][1])+']' return s return s Parse = InterParse()