Mercurial > traipse
diff orpg/dieroller/rollers/shadowrun.py @ 28:ff154cf3350c ornery-orc
Traipse 'OpenRPG' {100203-00}
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 (Stable)
New Features:
New Bookmarks Feature
New 'boot' command to remote admin
New confirmation window for sent nodes
Miniatures Layer pop up box allows users to turn off Mini labels, from
FlexiRPG
New Zoom Mouse plugin added
New Images added to Plugin UI
Switching to Element Tree
New Map efficiency, from FlexiRPG
New Status Bar to Update Manager
New TrueDebug Class in orpg_log (See documentation for usage)
New Portable Mercurial
New Tip of the Day, 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
New Dieroller structure from Core
New DieRoller portability for odd Dice
New 7th Sea die roller; ie [7k3] = [7d10.takeHighest(3).open(10)]
New 'Mythos' System die roller 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!)
New Grids act more like Spreadsheets in Use mode, with Auto Calc
Fixes:
Fix to allow for portability to an OpenSUSE linux OS
Fix to mplay_client for Fedora and OpenSUSE
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
Fix to whiteboard ID's to prevent non updated clients from ruining the
fix.
default_manifest.xml renamed to default_upmana.xml
author | sirebral |
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date | Wed, 03 Feb 2010 22:16:49 -0600 |
parents | |
children |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/orpg/dieroller/rollers/shadowrun.py Wed Feb 03 22:16:49 2010 -0600 @@ -0,0 +1,146 @@ +## 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: shadowrun.py +# Author: Michael Edwards (AKA akoman) +# Maintainer: +# 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) + +__version__ = "1.0" + +from std import std +from orpg.dieroller.base import * + +class shadowrun(std): + name = "shadowrun" + + def __init__(self,source=[],target=2): + std.__init__(self,source) + + def vs(self,target): + return srVs(self, target) + + def open(self): + return srOpen(self) + +die_rollers.register(shadowrun) + +class srVs(std): + def __init__(self,source=[], target=2): + std.__init__(self, source) + # In Shadowrun, not target number may be below 2. All defaults are set to two and any + # thing lower is scaled up. + if target < 2: + self.target = 2 + else: + self.target = target + # 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 + for i in range(len(self.data)): + if (self.data[i].lastroll() >= num) and (self.data[i] < self.target): + 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 >= self.target: + 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 += "] vs " + str(self.target) + " for a result of (" + str(self.sum()) + ")" + 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