Mercurial > traipse
view orpg/gametree/nodehandlers/dnd3e.py @ 20:39ebe168ceb3 ornery-orc
Traipse 'OpenRPG' {090827-02}
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:
Update Manager is now in version 0.8. While not every button works, users can now browse the different revisions and their different changesets. The code has been refined some with feature from Core added to it. A Crash report is now created if the users software crashes. Update Manager has been moved to the Traipse Suite menu item, and a Debug Console as been added as well.
Please Check the Controls Panel to see the other files changed.
author | sirebral |
---|---|
date | Thu, 27 Aug 2009 01:11:22 -0500 |
parents | 97265586402b |
children | ff154cf3350c |
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# 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: dnd3e.py # Author: Chris Davis & Digitalxero # Maintainer: leadb # Version: # $Id: dnd3e.py,v 1.33 2006/11/04 21:24:21 digitalxero Exp $ # # Description: The file contains code for the dnd3e nodehanlers # # qpatch by lead.b. All modified lines denoted by # 1.500x[or] as below # 1.5001r fix for unable to update misc modifier for saves # 1.5002r fix for dnd_globals not scoping 1 character's data from another -or # causing abends or other problems due to lack of intialization from # char abilities. getCharacterProp function added. # This includes fix for "total on saves", making "rclick" on skill # work to send roll to window,"total on skill rolls", # 1.5004r getting ac mod for # those skill which have armour class adjustments was broken. # 1.5005r perhaps no lines marked. Under dnd3eattacks, the misc. value for # both Melee and Ranged do not get re-displayed if the panel is closed # and re-opened, tho the adjustment still seems to be in total... perhap # total just isn't getting recalculated? # 1.5006r on rclick on a weapon, on first attack roll is generated, additional # crash,terminating the sequence. # 1.5008r extended bonuses for "extra" attacks don't include all items. # 1.5009r while 1.5008 is "resolved", not sure it is correct for special monk # attacks. I'm pretty sure I fixed this. # 1.5014r powerpoints are broken. # 1.5017r if you bring up the entire character in edit mode (dlclick on # top node of character), and click # "Money and Inventory" tab, then change the amount of "plat" a # character has, the name on the tree will be updated to match # the "plat" entry. # 1.5019r if str bonus was 0, forgot + for aStrengthMod. # ---v 1.6 cut. above corrected by 1.6. # -- items marked 1.5xxx were found prior 1.6 but not added (enhancements) # or corrected (bugs, default if not stated) at that cut point # 1.5003r this is currently just a "this is busted" flag, this is an rclick on # on the saves node (above the fort/wil/ref saves) itself. It throws an # error message into the python window, then nothing... Not even sure what # it is -supposed- to do. set to do nothing, which I think is fine. # 1.5011r enhancement. Damage for thrown weapon should get str adder. # Don't think this is accounted for. Remember, JUST damage, not to-hit. # included into 1.6002, marking resolved to simplify list. # 1.5012r enhancement. str penalty to dam for bow/slings should be applied. # but it's not. Remember, this is just for damage, not to-hit. # 1.5015r if you bring up the entire character in edit mode (dlclick on # top node of character), and click # "Spells and Powers" tab, then "Psionic Powers", push the "Refresh # Powers" button, the powers are refreshed but if you select the # "PowerPoints" tab, the update is not reflected there. Must close # and reopen edit session for refresh. (Already corrected misspelling of # "Pionic" -> "Psionic") # 1.6000r eliminate misc debug items, include things like getCharacterProp which # never got used. Documenting for completeness. Minor changes for clarity # 1.6001r bug, melee weapons, such as dagger, which have a range are currently # being treated simply as ranged weapons... this mean dex bonuses # are being applied for to-hit Vs strength. Melee thrown are treated # different than ranged. # 1.6003r bug, if double weapon handle damage specified as 1d8/1d6 as 1d8 # for single weapon usage. The correct usage for double weapon will # for short term at least remove requirement to have to update # memorized list. - med priority # 1.6008r C:\Program Files\openrpg1\orpg\templates\nodes\dnd3e.xml minor # typos corrected, added comment on psionics. Remember to replace! # 1.6009r tohtml fails, thus send to chat fails and pretty print fails. # 1.6010r tohtml for power points needs some clean up. # 1.6011r if multiple weapons are chosen for deletion from character inventory, # at least one wrong weapons will be deleted. # 1.6012r flurry attack negative only applied to med monk, applies to all. # 1.6013r penalties on stats on tohtml showed +-3, instead of just -3. # 1.6014r rclick on "Skills" node above actual skills throws an error msg to # python window. # 1.6015r rclick on "Attacks" or "Abilities Score" node throws an error msg to # python window. # 1.6016r enhancement add comment to rclick footnotes to get footnote details. # 1.6018r resolve saves not updating on panel if open when ability scores change # change # 1.6021r didn't roll extra monk attacks if base to it bonus was 0. # 1.6022r monks always got d20 damage, reversed order of checks to fix. # v1.8 cut. # -- items marked 1.6xxx were found prior 1.8 but not added (enhancements) # or corrected (bugs, default if not stated) at that cut point # 1.5007o enhancement. str bows not accounted for correctly. # thoughts: use new element tag to indicate strBow(3). # 1.5010r proposed enhancement. Adding character name to frames around stuff. # - marking resolved... determined to not do. # 1.5013o enhancement. this is for all "off-hand" attacks stuff. Eg: str bonus # only 1/2 for "off-hand" for both to-hit and damage (unless penalty! ;-) # Probably other things, as I see nothing in here to account for them. # 1.5016o enhancement. swim check does not reflect weight check. # 1.5018o enhancement. actual psionic abilities list. # 1.6002o enhancement. modify code to take advanage of new footnote field for # indicating which weapons are Thrown, as opposed to improvised thrown # weapons; which are treated differently. Allow for throwing of melee # weapons (with 1.6001 all melee are unthrowable) recast of 1.5011, # which I'm marking resolved. # 1.6004o feature request from 541659 Ability to remove skills, at least those # that can't be used untrained. This would also require ability to re-add # skills later. Short term solution may be to ability to clearly mark # skill which can't be used yet. - low priority. # 1.6005o feature request from 541659 Custom feats, without the need to edit # data/dnd3e/dnd3efeats.xml Note, while standard feats may be affecting # how tool will generate rolls, etc; it is unlikely that custom feats will # will be able to do this; but should be able to be include from a # complete "character sheet" perspective. - low priority (since # dnd3efeats can be edited to add feats) # 1.6006o feature request from 541659 Do sorcerer and bard spells right; # for short term at least remove requirement to have to update # memorized list. - med priority # 1.6007o feature request from 541659 Make tabs optional to be able to remove # tabs which are unused by a particular character. Would need ability # to add them back in, since character might later add a class which # would need them. - very low priority # 1.6017o enhancement when editing footnotes for weapons, # provide full table of footnotes in companion window to help. # 1.6019o enhancement Forum request to add "flatfooted" to ac matrix # 1.6020o enh add column to skills to allow tracking of skill points allocated. # 1.9000r clean up of excess comments from 1.6 and earlier. # 1.9001r if str or dex changes, Melee/Ranged combat ability does not update # until refreshed by a change. # 1.9002r depending on what subwindows were open, changing stat scores could # crash out entire orpg environment. # # r- resolved # o- open # #import orpg.tools.orpg_settings #Not used?? #import orpg.minidom from core import * from containers import * from string import * #a 1.6003 from inspect import * #a 1.9001 from orpg.dirpath import dir_struct dnd3e_EXPORT = wx.NewId() ############Global Stuff############## HP_CUR = wx.NewId() HP_MAX = wx.NewId() PP_CUR = wx.NewId() PP_MAX = wx.NewId() PP_FRE = wx.NewId() PP_MFRE = wx.NewId() HOWTO_MAX = wx.NewId() def getRoot (node): # a 1.5002 this whole function is new. root = None target = node while target != None: root = target target = target.hparent return root #o 1.5002 (this whole comment block) # if a method runs getRoot for its instance and assigns the # value returned to self.root, you can get to instances X via Y # instance handle via invocation # --------------- --- ----------- # classes via self.root.classes # abilities via self.root.abilities # pp via self.root.pp # general via self.root.general # saves via self.root.saves # attacks via self.root.attacks # ac via self.root.ac # feats via self.root.feats # spells via self.root.spells # divine via self.root.divine # powers via self.root.powers # inventory via self.root.inventory # hp via self.root.hp # skills via self.root.skills #... if other instances are needed and the instance exists uniquely, # add to the instance you need access to in the __init__ section the following: # self.hparent = parent # or handler if a wx instance, also add up chain # self.root = getRoot(self) # self.root.{instance handle} = self # # replace {instance handle} with your designation # then, where you need access to the instance, simply add this to the instance # that needs to reference # self.hparent = getRoot(self) # in the init section, if not already there # self.root = getRoot(self) # also in the init # then to refer to the instance where you need it: # self.root.{instance handle}.{whatever you need} # # replace {instance handle} with your designation # # replace {whatever you need} with the attribute/method u want. #d 1.6000 not used. #def getCharacterProp(forgetIt): # return None #a 1.6 convinience function added safeGetAttr def safeGetAttr(node,lable,defRetV=None): cna=node.attributes for i2 in range(len(cna)): if cna.item(i2).name == lable: return cna.item(i2).value #retV=node.getAttribute(lable) # getAttribute does not distingish between # the attribute not being present vs it having a value of "" # This is bad for this routine, thus not used. return defRetV #a 1.6... safeGetAttr end. ########End of My global Stuff######## ########Start of Main Node Handlers####### class dnd3echar_handler(container_handler): """ Node handler for a dnd3e charactor <nodehandler name='?' module='dnd3e' class='dnd3echar_handler2' /> """ def __init__(self,xml_dom,tree_node): node_handler.__init__(self,xml_dom,tree_node) self.Version = "v1.901" #a 1.6000 general documentation, usage. print "dnd3echar_handler - version:",self.Version #m 1.6000 self.hparent = None #a 1.5002 allow ability to run up tree, this is the #a 1.5002 top of the handler tree, this is used to flag where to stop #a 1.5002 on the way up. Changing this will break getRoot(self) self.frame = component.get('frame') self.child_handlers = {} self.new_child_handler('howtouse','HowTo use this tool',dnd3ehowto,'note') self.new_child_handler('general','GeneralInformation',dnd3egeneral,'gear') self.new_child_handler('inventory','MoneyAndInventory',dnd3einventory,'money') self.new_child_handler('character','ClassesAndStats',dnd3eclassnstats,'knight') self.new_child_handler('snf','SkillsAndFeats',dnd3eskillsnfeats,'book') self.new_child_handler('combat','Combat',dnd3ecombat,'spears') self.new_child_handler('snp','SpellsAndPowers',dnd3esnp,'flask') #wxMenuItem(self.tree.std_menu, dnd3e_EXPORT, "Export...", "Export") #print "dnd3echar_handler init - "+\ # "self.child_handlers:",self.child_handlers # a (debug) 1.5002 self.myeditor = None def new_child_handler(self,tag,text,handler_class,icon='gear'): node_list = self.master_dom.getElementsByTagName(tag) tree = self.tree i = self.tree.icons[icon] new_tree_node = tree.AppendItem(self.mytree_node,text,i,i) handler = handler_class(node_list[0],new_tree_node,self) tree.SetPyData(new_tree_node,handler) self.child_handlers[tag] = handler def get_design_panel(self,parent): return tabbed_panel(parent,self,1) def get_use_panel(self,parent): return tabbed_panel(parent,self,2) def tohtml(self): html_str = "<table><tr><td colspan=2 >" #d block for 1.6009 start #html_str += self.child_handlers['general'].tohtml()+"</td></tr>" #html_str += "<tr><td width='50%' valign=top > # "+self.child_handlers['abilities'].tohtml() #html_str += "<P>" + self.child_handlers['saves'].tohtml() #html_str += "<P>" + self.child_handlers['attacks'].tohtml() #html_str += "<P>" + self.child_handlers['ac'].tohtml() #html_str += "<P>" + self.child_handlers['feats'].tohtml() #html_str += "<P>" + self.child_handlers['spells'].tohtml() #html_str += "<P>" + self.child_handlers['divine'].tohtml() #html_str += "<P>" + self.child_handlers['powers'].tohtml() #html_str += "<P>" + self.child_handlers['inventory'].tohtml() +"</td>" #html_str += "<td width='50%' valign=top > # "+self.child_handlers['classes'].tohtml() #html_str += "<P>" + self.child_handlers['hp'].tohtml() #html_str += "<P>" + self.child_handlers['pp'].tohtml() #html_str += "<P>" + self.child_handlers['skills'].tohtml() +"</td>" #d block for 1.6009 end #a block for 1.6009 start html_str += self.general.tohtml()+"</td></tr>" html_str += "<tr><td width='50%' valign=top >"+self.abilities.tohtml() html_str += "<P>" + self.saves.tohtml() html_str += "<P>" + self.attacks.tohtml() html_str += "<P>" + self.ac.tohtml() html_str += "<P>" + self.feats.tohtml() html_str += "<P>" + self.spells.tohtml() html_str += "<P>" + self.divine.tohtml() html_str += "<P>" + self.powers.tohtml() html_str += "<P>" + self.inventory.tohtml() +"</td>" html_str += "<td width='50%' valign=top >"+self.classes.tohtml() html_str += "<P>" + self.hp.tohtml() html_str += "<P>" + self.pp.tohtml() html_str += "<P>" + self.skills.tohtml() +"</td>" #a block for 1.6009 end html_str += "</tr></table>" return html_str def about(self): html_str = "<img src='" + dir_struct["icon"] html_str += "dnd3e_logo.gif' ><br><b>dnd3e Character Tool " html_str += self.Version+"</b>" #m 1.6000 was hard coded. html_str += "<br>by Dj Gilcrease<br>digitalxero@gmail.com" return html_str ########Core Handlers are done now############ ########Onto the Sub Nodes######## ##Primary Sub Node## class outline_panel(wx.Panel): def __init__(self, parent, handler, wnd, txt,): self.parent = parent #a 1.9001 wx.Panel.__init__(self, parent, -1) self.panel = wnd(self,handler) self.sizer = wx.StaticBoxSizer(wx.StaticBox(self,-1,txt), wx.VERTICAL) self.sizer.Add(self.panel, 1, wx.EXPAND) self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() class dnd3e_char_child(node_handler): """ Node Handler for skill. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): node_handler.__init__(self,xml_dom,tree_node) self.char_hander = parent self.drag = False self.frame = component.get('frame') self.myeditor = None def on_drop(self,evt): pass def on_rclick(self,evt): pass def on_ldclick(self,evt): return def on_html(self,evt): html_str = self.tohtml() wnd = http_html_window(self.frame.note,-1) wnd.title = self.master_dom.getAttribute('name') self.frame.add_panel(wnd) wnd.SetPage(html_str) def get_design_panel(self,parent): pass def get_use_panel(self,parent): return self.get_design_panel(parent) def delete(self): pass ###Child Nodes Organized the way they are in the XML for easier viewing#### #m 1.5002 corrected typo. class dnd3ehowto(dnd3e_char_child): #m 1.5002 corrected string below to reflect "how to" """ Node Handler for how to instructions. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): dnd3e_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. def get_design_panel(self,parent): wnd = howto_panel(parent, self) wnd.title = "How To" return wnd class howto_panel(wx.Panel): def __init__(self, parent, handler): wx.Panel.__init__(self, parent, -1) pname = handler.master_dom.setAttribute("name", 'How To') self.sizer = wx.StaticBoxSizer(wx.StaticBox(self, -1, 'How To'), wx.VERTICAL) self.master_dom = handler.master_dom n_list = self.master_dom._get_childNodes() for n in n_list: t_node = component.get('xml').safe_get_text_node(n) self.sizer.Add(wx.StaticText(self, -1, t_node._get_nodeValue()), 1, wx.EXPAND) self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() class dnd3egeneral(dnd3e_char_child): """ Node Handler for general information. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): dnd3e_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5002 self.root.general = self #a 1.5002 self.charName = self.get_char_name() # a 1.5002 make getting name easier. def get_design_panel(self,parent): wnd = outline_panel(parent,self,gen_grid,"General Information") wnd.title = "General Info" return wnd def tohtml(self): n_list = self.master_dom._get_childNodes() html_str = "<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 ><th>General Information</th></tr><tr><td>" for n in n_list: t_node = component.get('xml').safe_get_text_node(n) html_str += "<B>"+n._get_tagName().capitalize() +":</B> " html_str += t_node._get_nodeValue() + ", " html_str = html_str[:len(html_str)-2] + "</td></tr></table>" return html_str def on_name_change(self,name): self.char_hander.rename(name) #o 1.5002 self.char_hander = parent in this case. self.charName = name #a 1.5002 make getting name easier. def get_char_name( self ): node = self.master_dom.getElementsByTagName( 'name' )[0] t_node = component.get('xml').safe_get_text_node( node ) return t_node._get_nodeValue() class gen_grid(wx.grid.Grid): """grid for gen info""" def __init__(self, parent, handler): pname = handler.master_dom.setAttribute("name", 'General') self.hparent = handler #a 1.5002 allow ability to run up tree, needed # a 1.5002 parent is functional parent, not invoking parent. wx.grid.Grid.__init__(self, parent, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) #self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) self.handler = handler n_list = handler.master_dom._get_childNodes() self.CreateGrid(len(n_list),2) self.SetRowLabelSize(0) self.SetColLabelSize(0) self.n_list = n_list i = 0 for i in range(len(n_list)): self.refresh_row(i) def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.GetCellValue(row,col) t_node = self.n_list[row]._get_firstChild() t_node._set_nodeValue(value) if row==0: self.handler.on_name_change(value) #self.AutoSizeColumn(1) def refresh_row(self,rowi): t_node = component.get('xml').safe_get_text_node(self.n_list[rowi]) self.SetCellValue(rowi,0,self.n_list[rowi]._get_tagName()) self.SetReadOnly(rowi,0) self.SetCellValue(rowi,1,t_node._get_nodeValue()) self.AutoSizeColumn(1) class dnd3einventory(dnd3e_char_child): """ Node Handler for general information. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): dnd3e_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.6009 self.root.inventory = self #a 1.6009 def get_design_panel(self,parent): wnd = inventory_pane(parent, self) #outline_panel(parent,self,inventory_grid,"Inventory") wnd.title = "General Info" return wnd def tohtml(self): n_list = self.master_dom._get_childNodes() html_str = "<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 ><th>General Information</th></tr><tr><td>" for n in n_list: t_node = component.get('xml').safe_get_text_node(n) html_str += "<B>"+n._get_tagName().capitalize() +":</B> " html_str += t_node._get_nodeValue() + "<br>" html_str = html_str[:len(html_str)-2] + "</td></tr></table>" return html_str class inventory_pane(wx.Panel): def __init__(self, parent, handler): wx.Panel.__init__(self, parent, wx.ID_ANY) self.n_list = handler.master_dom._get_childNodes() self.autosize = False self.sizer = wx.StaticBoxSizer(wx.StaticBox(self, wx.ID_ANY, "Inventroy"), wx.VERTICAL) self.lang = wx.TextCtrl(self, wx.ID_ANY, "", style=wx.TE_MULTILINE | wx.TE_BESTWRAP, name="Languages") self.gear = wx.TextCtrl(self, wx.ID_ANY, "", style=wx.TE_MULTILINE | wx.TE_BESTWRAP, name="Gear") self.magic = wx.TextCtrl(self, wx.ID_ANY, "", style=wx.TE_MULTILINE | wx.TE_BESTWRAP, name="Magic") self.grid = wx.grid.Grid(self, wx.ID_ANY, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) self.grid.CreateGrid(len(self.n_list)-3,2) self.grid.SetRowLabelSize(0) self.grid.SetColLabelSize(0) for i in xrange(len(self.n_list)): self.refresh_row(i) sizer1 = wx.BoxSizer(wx.HORIZONTAL) sizer1.Add(self.grid, 1, wx.EXPAND) sizer1.Add(self.lang, 1, wx.EXPAND) self.sizer.Add(sizer1, 0, wx.EXPAND) sizer2 = wx.BoxSizer(wx.HORIZONTAL) sizer2.Add(self.gear, 1, wx.EXPAND) sizer2.Add(self.magic, 1, wx.EXPAND) self.sizer.Add(sizer2, 1, wx.EXPAND) self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() self.Bind(wx.EVT_TEXT, self.onTextNodeChange, self.lang) self.Bind(wx.EVT_TEXT, self.onTextNodeChange, self.gear) self.Bind(wx.EVT_TEXT, self.onTextNodeChange, self.magic) self.Bind(wx.grid.EVT_GRID_EDITOR_HIDDEN, self.on_cell_change, self.grid) def fillTextNode(self, name, value): if name == 'Languages': self.lang.SetValue(value) elif name == 'Gear': self.gear.SetValue(value) elif name == 'Magic': self.magic.SetValue(value) def onTextNodeChange(self, event): id = event.GetId() if id == self.gear.GetId(): nodeName = 'Gear' value = self.gear.GetValue() elif id == self.magic.GetId(): nodeName = 'Magic' value = self.magic.GetValue() elif id == self.lang.GetId(): nodeName = 'Languages' value = self.lang.GetValue() for node in self.n_list: if node._get_tagName() == nodeName: t_node = component.get('xml').safe_get_text_node(node) t_node._set_nodeValue(value) def saveMoney(self, row, col): value = self.grid.GetCellValue(row, col) t_node = component.get('xml').safe_get_text_node(self.n_list[row]) t_node._set_nodeValue(value) def on_cell_change(self, evt): row = evt.GetRow() col = evt.GetCol() self.grid.AutoSizeColumn(col) wx.CallAfter(self.saveMoney, row, col) def refresh_row(self, row): t_node = component.get('xml').safe_get_text_node(self.n_list[row]) tagname = self.n_list[row]._get_tagName() value = t_node._get_nodeValue() if tagname == 'Gear': self.fillTextNode(tagname, value) elif tagname == 'Magic': self.fillTextNode(tagname, value) elif tagname == 'Languages': self.fillTextNode(tagname, value) else: self.grid.SetCellValue(row, 0, tagname) self.grid.SetReadOnly(row, 0) self.grid.SetCellValue(row, 1, value) self.grid.AutoSize() class dnd3eclassnstats(dnd3e_char_child): """ Node handler for a dnd3e charactor <nodehandler name='?' module='dnd3e' class='dnd3echar_handler2' /> """ def __init__(self,xml_dom,tree_node,parent): node_handler.__init__(self,xml_dom,tree_node) self.hparent = parent #a 1.5002 allow ability to run up tree. dnd3e_char_child.__init__(self,xml_dom,tree_node,parent) self.frame = component.get('frame') self.child_handlers = {} self.new_child_handler('abilities','Abilities Scores',dnd3eability,'gear') self.new_child_handler('classes','Classes',dnd3eclasses,'knight') self.new_child_handler('saves','Saves',dnd3esaves,'skull') self.myeditor = None def new_child_handler(self,tag,text,handler_class,icon='gear'): node_list = self.master_dom.getElementsByTagName(tag) tree = self.tree i = self.tree.icons[icon] new_tree_node = tree.AppendItem(self.mytree_node,text,i,i) handler = handler_class(node_list[0],new_tree_node,self) tree.SetPyData(new_tree_node,handler) self.child_handlers[tag] = handler def get_design_panel(self,parent): return tabbed_panel(parent,self,1) def get_use_panel(self,parent): return tabbed_panel(parent,self,2) class class_char_child(node_handler): """ Node Handler for skill. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): node_handler.__init__(self,xml_dom,tree_node) self.char_hander = parent self.drag = False self.frame = component.get('frame') self.myeditor = None def on_drop(self,evt): pass def on_rclick(self,evt): pass def on_ldclick(self,evt): return def on_html(self,evt): html_str = self.tohtml() wnd = http_html_window(self.frame.note,-1) wnd.title = self.master_dom.getAttribute('name') self.frame.add_panel(wnd) wnd.SetPage(html_str) def get_design_panel(self,parent): pass def get_use_panel(self,parent): return self.get_design_panel(parent) def delete(self): pass class dnd3eability(class_char_child): """ Node Handler for ability. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): class_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5002 get top of our local function tree. self.root.abilities = self #a 1.5002 let other classes find me. self.abilities = {} node_list = self.master_dom.getElementsByTagName('stat') tree = self.tree icons = tree.icons for n in node_list: name = n.getAttribute('abbr') self.abilities[name] = n new_tree_node = tree.AppendItem( self.mytree_node, name, icons['gear'], icons['gear'] ) tree.SetPyData( new_tree_node, self ) #print "dnd3eability - init self.abilities",self.abilities #a (debug) 1.5002 def on_rclick( self, evt ): item = self.tree.GetSelection() name = self.tree.GetItemText( item ) #if item == self.mytree_node: #d 1.6016 # dnd3e_char_child.on_ldclick( self, evt ) #d 1.6016 if not item == self.mytree_node: #a 1.6016 #else: #d 1.6016 mod = self.get_mod( name ) if mod >= 0: mod1 = "+" else: mod1 = "" chat = self.chat txt = '%s check: [1d20%s%s]' % ( name, mod1, mod ) chat.ParsePost( txt, True, True ) def get_mod(self,abbr): score = int(self.abilities[abbr].getAttribute('base')) mod = (score - 10) / 2 mod = int(mod) return mod def set_score(self,abbr,score): if score >= 0: self.abilities[abbr].setAttribute("base",str(score)) def get_design_panel(self,parent): wnd = outline_panel(parent,self,abil_grid,"Abilities") wnd.title = "Abilities (edit)" return wnd def tohtml(self): html_str = """<table border='1' width=100%><tr BGCOLOR=#E9E9E9 ><th width='50%'>Ability</th> <th>Base</th><th>Modifier</th></tr>""" node_list = self.master_dom.getElementsByTagName('stat') for n in node_list: name = n.getAttribute('name') abbr = n.getAttribute('abbr') base = n.getAttribute('base') mod = str(self.get_mod(abbr)) if int(mod) >= 0: #m 1.6013 added "int(" and ")" mod1 = "+" else: mod1 = "" html_str = (html_str + "<tr ALIGN='center'><td>"+ name+"</td><td>"+base+'</td><td>%s%s</td></tr>' % (mod1, mod)) html_str = html_str + "</table>" return html_str class abil_grid(wx.grid.Grid): """grid for abilities""" def __init__(self, parent, handler): pname = handler.master_dom.setAttribute("name", 'Stats') self.hparent = handler #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5002 in this case, we need the functional parent, not the invoking parent. wx.grid.Grid.__init__(self, parent, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) self.handler = handler stats = handler.master_dom.getElementsByTagName('stat') self.CreateGrid(len(stats),3) self.SetRowLabelSize(0) col_names = ['Ability','Score','Modifier'] for i in range(len(col_names)): self.SetColLabelValue(i,col_names[i]) self.stats = stats i = 0 for i in range(len(stats)): self.refresh_row(i) self.char_wnd = None def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.GetCellValue(row,col) #print value try: int(value) self.stats[row].setAttribute('base',value) self.refresh_row(row) except: self.SetCellValue(row,col,"0") if self.char_wnd: self.char_wnd.refresh_data() #mark5 def refresh_row(self,rowi): s = self.stats[rowi] name = s.getAttribute('name') abbr = s.getAttribute('abbr') self.SetCellValue(rowi,0,name) self.SetReadOnly(rowi,0) self.SetCellValue(rowi,1,s.getAttribute('base')) self.SetCellValue(rowi,2,str(self.handler.get_mod(abbr))) self.SetReadOnly(rowi,2) #if self.root.saves.saveGrid: #a 1.6018 d 1.9002 whole if clause #print getmembers(self.root.saves.saveGrid) #self.root.saves.saveGrid.refresh_data() #a 1.6018 #print "skipping saving throw update, put back in later" self.root.saves.refresh_data() #a 1.9002 self.root.attacks.refreshMRdata() #a 1.9001 ` def on_size(self,evt): (w,h) = self.GetClientSizeTuple() cols = self.GetNumberCols() col_w = w/(cols+2) self.SetColSize(0,col_w*3) for i in range(1,cols): self.SetColSize(i,col_w) evt.Skip() self.Refresh() def refresh_data(self): for r in range(self.GetNumberRows()-1): self.refresh_row(r) class dnd3eclasses(class_char_child): """ Node Handler for classes. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): class_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) self.root.classes = self #a 1.5002 in this case, we need the functional parent, not the invoking parent. def get_design_panel(self,parent): wnd = outline_panel(parent,self,class_panel,"Classes") wnd.title = "Classes" return wnd def tohtml(self): html_str = "<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 ><th>Classes</th></tr><tr><td>" n_list = self.master_dom._get_childNodes() for n in n_list: html_str += n.getAttribute('name') + " ("+n.getAttribute('level')+"), " html_str = html_str[:len(html_str)-2] + "</td></tr></table>" return html_str def get_char_lvl( self, attr ): node_list = self.master_dom.getElementsByTagName('class') # print "eclasses - get_char_lvl node_list",node_list tot = 0 #a 1.5009 actually, slipping in a quick enhancement ;-) for n in node_list: lvl = n.getAttribute('level') #o 1.5009 not sure of the value of this tot += int(lvl) #a 1.5009 type = n.getAttribute('name') #o 1.5009 not sure of the value of this #print type,lvl #a (debug) 1.5009 if attr == "level": return lvl #o 1.5009 this returns the level of someone's first class. ??? elif attr == "class": return type #o 1.5009 this returns one of the char's classes. ??? if attr == "lvl": #a 1.5009 this has value, adding this. return tot #a 1.5009 return character's "overall" level. def get_class_lvl( self, classN ): #a 1.5009 need to be able to get monk lvl #a 1.5009 this function is new. node_list = self.master_dom.getElementsByTagName('class') #print "eclasses - get_class_lvl node_list",node_list for n in node_list: lvl = n.getAttribute('level') type = n.getAttribute('name') if classN == type: return lvl class class_panel(wx.Panel): def __init__(self, parent, handler): pname = handler.master_dom.setAttribute("name", 'Class') wx.Panel.__init__(self, parent, -1) self.grid =wx.grid.Grid(self, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) sizer = wx.BoxSizer(wx.VERTICAL) sizer.Add(self.grid, 1, wx.EXPAND) sizer1 = wx.BoxSizer(wx.HORIZONTAL) sizer1.Add(wx.Button(self, 10, "Remove Class"), 0, wx.EXPAND) sizer1.Add(wx.Size(10,10)) sizer1.Add(wx.Button(self, 20, "Add Class"), 0, wx.EXPAND) sizer.Add(sizer1, 0, wx.EXPAND) self.sizer = sizer self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() #self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.EVT_BUTTON, self.on_remove, id=10) self.Bind(wx.EVT_BUTTON, self.on_add, id=20) self.grid.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) n_list = handler.master_dom._get_childNodes() self.n_list = n_list self.master_dom = handler.master_dom self.grid.CreateGrid(len(n_list),2,1) self.grid.SetRowLabelSize(0) self.grid.SetColLabelValue(0,"Class") self.grid.SetColLabelValue(1,"Level") for i in range(len(n_list)): self.refresh_row(i) self.temp_dom = None def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.grid.GetCellValue(row,col) try: int(value) self.n_list[row].setAttribute('level',value) except: self.grid.SetCellValue(row,col,"1") def refresh_row(self,i): n = self.n_list[i] name = n.getAttribute('name') level = n.getAttribute('level') self.grid.SetCellValue(i,0,name) self.grid.SetReadOnly(i,0) self.grid.SetCellValue(i,1,level) #self.grid.SetReadOnly(i,1) def on_remove(self,evt): rows = self.grid.GetNumberRows() for i in range(rows): if self.grid.IsInSelection(i,0): self.grid.DeleteRows(i) self.master_dom.removeChild(self.n_list[i]) def on_add(self,evt): if not self.temp_dom: tmp = open(dir_struct["dnd3e"]+"dnd3eclasses.xml","r") xml_dom = parseXml_with_dlg(self,tmp.read()) xml_dom = xml_dom._get_firstChild() tmp.close() self.temp_dom = xml_dom f_list = self.temp_dom.getElementsByTagName('class') opts = [] for f in f_list: opts.append(f.getAttribute('name')) dlg = wx.SingleChoiceDialog(self,'Choose Class','Classes',opts) if dlg.ShowModal() == wx.ID_OK: i = dlg.GetSelection() new_node = self.master_dom.appendChild(f_list[i].cloneNode(False)) self.grid.AppendRows(1) self.refresh_row(self.grid.GetNumberRows()-1) dlg.Destroy() def on_size(self,event): s = self.GetClientSizeTuple() self.grid.SetDimensions(0,0,s[0],s[1]-25) self.sizer.SetDimension(0,s[1]-25,s[0],25) (w,h) = self.grid.GetClientSizeTuple() cols = self.grid.GetNumberCols() col_w = w/(cols) for i in range(0,cols): self.grid.SetColSize(i,col_w) class dnd3esaves(class_char_child): """ Node Handler for saves. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): class_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. #self.saveGrid = None #a 1.6018 d 1.9002 self.saveGridFrame = [] #a 1.9002 handle list, check frame for close. tree = self.tree icons = self.tree.icons self.root = getRoot(self) #a 1.5002 self.root.saves = self #a 1.6009 node_list = self.master_dom.getElementsByTagName('save') self.saves={} for n in node_list: name = n.getAttribute('name') self.saves[name] = n new_tree_node = tree.AppendItem(self.mytree_node,name,icons['gear'],icons['gear']) tree.SetPyData(new_tree_node,self) #a 1.9002 this whole method def refresh_data(self): # refresh the data in the melee/ranged section # of the attack chart. # count backwards, maintains context despite "removes" for i in range(len(self.saveGridFrame)-1,-1,-1): x = self.saveGridFrame[i] if x == None: x.refresh_data() else: self.saveGridFrame.remove(x) def get_mod(self,name): save = self.saves[name] stat = save.getAttribute('stat') #print "dnd3esaves, get_mod: self,root",self,self.root #a (debug) 1.5002 #print "and abilities",self.root.abilities #a (debug) 1.5002 stat_mod = self.root.abilities.get_mod(stat) #a 1.5002 base = int(save.getAttribute('base')) miscmod = int(save.getAttribute('miscmod')) magmod = int(save.getAttribute('magmod')) total = stat_mod + base + miscmod + magmod return total def on_rclick(self,evt): item = self.tree.GetSelection() name = self.tree.GetItemText(item) if item == self.mytree_node: pass #a 1.5003 syntatic place holder return #a 1.5003 #print "failure mode!" #dnd3e_char_child.on_ldclick(self,evt) #d 1.5003 this busted #wnd = save_grid(self.frame.note,self) #wnd.title = "Saves" #self.frame.add_panel(wnd) else: mod = self.get_mod(name) if mod >= 0: mod1 = "+" else: mod1 = "" chat = self.chat txt = '%s save: [1d20%s%s]' % (name, mod1, mod) chat.ParsePost( txt, True, True ) def get_design_panel(self,parent): wnd = outline_panel(parent,self,save_grid,"Saves") wnd.title = "Saves" return wnd def tohtml(self): html_str = """<table border='1' width=100% ><tr BGCOLOR=#E9E9E9 > <th width='30%'>Save</th> <th>Key</th><th>Base</th><th>Abil</th><th>Magic</th> <th>Misc</th><th>Total</th></tr>""" node_list = self.master_dom.getElementsByTagName('save') for n in node_list: name = n.getAttribute('name') stat = n.getAttribute('stat') base = n.getAttribute('base') html_str = html_str + "<tr ALIGN='center'><td>"+name+"</td><td>"+stat+"</td><td>"+base+"</td>" #stat_mod = str(dnd_globals["stats"][stat]) #d 1.5002 stat_mod = self.root.abilities.get_mod(stat) #a 1.5002 mag = n.getAttribute('magmod') misc = n.getAttribute('miscmod') mod = str(self.get_mod(name)) if mod >= 0: mod1 = "+" else: mod1 = "" #m 1.5009 next line. added str() around stat_mod html_str = html_str + "<td>"+str(stat_mod)+"</td><td>"+mag+"</td>" html_str = html_str + '<td>'+misc+'</td><td>%s%s</td></tr>' % (mod1, mod) html_str = html_str + "</table>" return html_str #mark6 class save_grid(wx.grid.Grid): """grid for saves""" def __init__(self, parent, handler): pname = handler.master_dom.setAttribute("name", 'Saves') self.hparent = handler #a 1.5002 allow ability to run up tree. #a 1.5002 in this case, we need the functional parent, not the invoking parent. self.root = getRoot(self) #self.hparent.saveGrid = self #a 1.6018 d 1.9001 wx.grid.Grid.__init__(self, parent, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) self.handler = handler saves = handler.master_dom.getElementsByTagName('save') self.CreateGrid(len(saves),7) self.SetRowLabelSize(0) col_names = ['Save','Key','base','Abil','Magic','Misc','Total'] for i in range(len(col_names)): self.SetColLabelValue(i,col_names[i]) self.saves = saves i = 0 for i in range(len(saves)): self.refresh_row(i) #a 1.9002 remainder of code in this method. climber = parent nameNode = climber.GetClassName() while nameNode != 'wxFrame': climber = climber.parent nameNode = climber.GetClassName() masterFrame=climber masterFrame.refresh_data=self.refresh_data #print getmembers(masterFrame) handler.saveGridFrame.append(masterFrame) def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.GetCellValue(row,col) try: int(value) if col == 2: self.saves[row].setAttribute('base',value) elif col ==4: self.saves[row].setAttribute('magmod',value) elif col ==5: # 1.5001 self.saves[row].setAttribute('miscmod',value) self.refresh_row(row) except: self.SetCellValue(row,col,"0") def refresh_row(self,rowi): s = self.saves[rowi] name = s.getAttribute('name') self.SetCellValue(rowi,0,name) self.SetReadOnly(rowi,0) stat = s.getAttribute('stat') self.SetCellValue(rowi,1,stat) self.SetReadOnly(rowi,1) self.SetCellValue(rowi,2,s.getAttribute('base')) self.SetCellValue(rowi,3,str(self.root.abilities.get_mod(stat))) self.SetReadOnly(rowi,3) self.SetCellValue(rowi,4,s.getAttribute('magmod')) self.SetCellValue(rowi,5,s.getAttribute('miscmod')) mod = str(self.handler.get_mod(name)) self.SetCellValue(rowi,6,mod) self.SetReadOnly(rowi,6) def on_size(self,evt): (w,h) = self.GetClientSizeTuple() cols = self.GetNumberCols() col_w = w/(cols+2) self.SetColSize(0,col_w*3) for i in range(1,cols): self.SetColSize(i,col_w) evt.Skip() self.Refresh() def refresh_data(self): for r in range(self.GetNumberRows()): self.refresh_row(r) class dnd3eskillsnfeats(dnd3e_char_child): """ Node handler for a dnd3e charactor <nodehandler name='?' module='dnd3e' class='dnd3echar_handler2' /> """ def __init__(self,xml_dom,tree_node,parent): self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.6009 #print "dnd3eskillsnfeats - init, self ",self #a (debug) 1.5002 #print "dnd3eskillsnfeats - init, parent ",self.hparent #a (debug) 1.5002 #print "dnd3eskillsnfeats - init, parent ",parent.dnd3eclassnstats #a (debug) 1.5002 node_handler.__init__(self,xml_dom,tree_node) dnd3e_char_child.__init__(self,xml_dom,tree_node,parent) self.frame = component.get('frame') self.child_handlers = {} self.new_child_handler('skills','Skills',dnd3eskill,'book') self.new_child_handler('feats','Feats',dnd3efeats,'book') #wxMenuItem(self.tree.std_menu, dnd3e_EXPORT, "Export...", "Export") self.myeditor = None def new_child_handler(self,tag,text,handler_class,icon='gear'): node_list = self.master_dom.getElementsByTagName(tag) tree = self.tree i = self.tree.icons[icon] new_tree_node = tree.AppendItem(self.mytree_node,text,i,i) handler = handler_class(node_list[0],new_tree_node,self) tree.SetPyData(new_tree_node,handler) self.child_handlers[tag] = handler def get_design_panel(self,parent): return tabbed_panel(parent,self,1) def get_use_panel(self,parent): return tabbed_panel(parent,self,2) class skills_char_child(node_handler): """ Node Handler for skill. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): node_handler.__init__(self,xml_dom,tree_node) self.char_hander = parent self.drag = False self.frame = component.get('frame') self.myeditor = None def on_drop(self,evt): pass def on_rclick(self,evt): pass def on_ldclick(self,evt): return def on_html(self,evt): html_str = self.tohtml() wnd = http_html_window(self.frame.note,-1) wnd.title = self.master_dom.getAttribute('name') self.frame.add_panel(wnd) wnd.SetPage(html_str) def get_design_panel(self,parent): pass def get_use_panel(self,parent): return self.get_design_panel(parent) def delete(self): pass class dnd3eskill(skills_char_child): """ Node Handler for skill. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): self.hparent = parent #a 1.5002 allow ability to run up tree. #a 1.5002 Need the functional parent, not the invoking parent. self.root = getRoot(self) #a 1.5002 self.root.skills = self #a 1.6009 skills_char_child.__init__(self,xml_dom,tree_node,parent) tree = self.tree icons = self.tree.icons node_list = self.master_dom.getElementsByTagName('skill') self.skills={} #Adding code to not display skills you can not use -mgt for n in node_list: name = n.getAttribute('name') self.skills[name] = n skill_check = self.skills[name] ranks = int(skill_check.getAttribute('rank')) trained = int(skill_check.getAttribute('untrained')) if ranks > 0 or trained == 1: new_tree_node = tree.AppendItem(self.mytree_node,name, icons['gear'],icons['gear']) else: continue tree.SetPyData(new_tree_node,self) def refresh_skills(self): #Adding this so when you update the grid the tree will reflect #The change. -mgt tree = self.tree icons = self.tree.icons tree.CollapseAndReset(self.mytree_node) node_list = self.master_dom.getElementsByTagName('skill') self.skills={} for n in node_list: name = n.getAttribute('name') self.skills[name] = n skill_check = self.skills[name] ranks = int(skill_check.getAttribute('rank')) trained = int(skill_check.getAttribute('untrained')) if ranks > 0 or trained == 1: new_tree_node = tree.AppendItem(self.mytree_node,name, icons['gear'],icons['gear']) else: continue tree.SetPyData(new_tree_node,self) def get_mod(self,name): skill = self.skills[name] stat = skill.getAttribute('stat') #stat_mod = int(dnd_globals["stats"][stat]) #d 1.5002 stat_mod = self.root.abilities.get_mod(stat) #a 1.5002 rank = int(skill.getAttribute('rank')) misc = int(skill.getAttribute('misc')) total = stat_mod + rank + misc return total def on_rclick(self,evt): item = self.tree.GetSelection() name = self.tree.GetItemText(item) #print "skill rc self",self #a 1.6004 #print "skill rc tree",self.mytree_node #a 1.6004 #print "skill rc item",item #a 1.6004 if item == self.mytree_node: return # following line fails, #dnd3e_char_child.on_ldclick(self,evt) #d 1.6014 # it's what it used to try to do. ac = self.root.ac.get_check_pen() #a 1.5002 for 1.5004 verify fix. skill = self.skills[name] untr = skill.getAttribute('untrained') #a 1.6004 rank = skill.getAttribute('rank') #a 1.6004 if eval('%s == 0' % (untr)): #a 1.6004 if eval('%s == 0' % (rank)): #a 1.6004 res = 'You fumble around, accomplishing nothing' #a 1.6004 txt = '%s Skill Check: %s' % (name, res) #a 1.6004 chat = self.chat #a 1.6004 chat.Post(txt,True,True) #a 1.6004 return #a 1.6004 armor = '' acCp = '' if ac < 0: #acCp >= 1 #m 1.5004 this is stored as negatives. armorCheck = int(skill.getAttribute('armorcheck')) #print "ac,armorCheck",ac,armorCheck if armorCheck == 1: acCp=ac armor = '(includes Armor Penalty of %s)' % (acCp) if item == self.mytree_node: dnd3e_char_child.on_ldclick(self,evt) #wnd = skill_grid(self.frame.note,self) #wnd.title = "Skills" #self.frame.add_panel(wnd) else: mod = self.get_mod(name) if mod >= 0: mod1 = "+" else: mod1 = "" chat = self.chat txt = '%s Skill Check: [1d20%s%s%s] %s' % ( name, mod1, mod, acCp, armor) chat.ParsePost(txt,True,True) def get_design_panel(self,parent): wnd = outline_panel(parent,self,skill_grid,"Skills") wnd.title = "Skills (edit)" return wnd def tohtml(self): html_str = """<table border='1' width=100% ><tr BGCOLOR=#E9E9E9 > <th width='30%'>Skill</th><th>Key</th> <th>Rank</th><th>Abil</th><th>Misc</th><th>Total</th></tr>""" node_list = self.master_dom.getElementsByTagName('skill') for n in node_list: name = n.getAttribute('name') stat = n.getAttribute('stat') rank = n.getAttribute('rank') untr = n.getAttribute('untrained') #a 1.6004 #Filter unsuable skills out of pretty print -mgt if eval('%s > 0' % (rank)) or eval('%s == 1' % (untr)): if eval('%s >=1' % (rank)): html_str += "<tr ALIGN='center' bgcolor='#CCCCFF'><td>" #a 1.6004 #html_str += "<tr ALIGN='center' bgcolor='green'><td>" #d 1.6004 html_str += name+"</td><td>"+stat+"</td><td>"+rank+"</td>" elif eval('%s == 1' % (untr)): #a 1.6004 html_str += "<tr ALIGN='center' bgcolor='#C0FF40'><td>" #a 1.6004 html_str += name+"</td><td>"+stat+"</td><td>"+rank+"</td>" #a 1.6004 else: html_str += "<tr ALIGN='center'><td>"+name+"</td><td>" html_str += stat+"</td><td>"+rank+"</td>" else: continue stat_mod = self.root.abilities.get_mod(stat) #a 1.5002 #stat_mod = str(dnd_globals["stats"][stat]) #d 1.5002 misc = n.getAttribute('misc') mod = str(self.get_mod(name)) if mod >= 0: mod1 = "+" else: mod1 = "" html_str += "<td>"+str(stat_mod)+"</td><td>"+misc #m 1.6009 str() html_str += '</td><td>%s%s</td></tr>' % (mod1, mod) html_str = html_str + "</table>" return html_str class skill_grid(wx.grid.Grid): """ panel for skills """ def __init__(self, parent, handler): self.hparent = handler #a 1.5002 need function parent, not invoker self.root = getRoot(self) #a 1.5002 pname = handler.master_dom.setAttribute("name", 'Skills') wx.grid.Grid.__init__(self, parent, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) self.handler = handler skills = handler.master_dom.getElementsByTagName('skill') #xelf.stats = dnd_globals["stats"] #d 1.5002 self.CreateGrid(len(skills),6) self.SetRowLabelSize(0) col_names = ['Skill','Key','Rank','Abil','Misc','Total'] for i in range(len(col_names)): self.SetColLabelValue(i,col_names[i]) rowi = 0 self.skills = skills for i in range(len(skills)): self.refresh_row(i) def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.GetCellValue(row,col) #print value try: int(value) if col == 2: self.skills[row].setAttribute('rank',value) elif col ==4: self.skills[row].setAttribute('misc',value) self.refresh_row(row) except: self.SetCellValue(row,col,"0") #call refresh_skills self.handler.refresh_skills() def refresh_row(self,rowi): s = self.skills[rowi] name = s.getAttribute('name') self.SetCellValue(rowi,0,name) self.SetReadOnly(rowi,0) stat = s.getAttribute('stat') self.SetCellValue(rowi,1,stat) self.SetReadOnly(rowi,1) self.SetCellValue(rowi,2,s.getAttribute('rank')) #self.SetCellValue(rowi,3,str(dnd_globals["stats"][stat])) #d 1.5002 if self.root.abilities: #a 1.5002 sanity check. stat_mod=self.root.abilities.get_mod(stat) #a 1.5002 else: #a 1.5002 stat_mod = -6 #a 1.5002 this can happen if code is changed so #a 1.5002 that abilities are not defined prior invokation of init. print "Please advise dnd3e maintainer alert 1.5002 raised" self.SetCellValue(rowi,3,str(stat_mod)) #a 1.5002 self.SetReadOnly(rowi,3) self.SetCellValue(rowi,4,s.getAttribute('misc')) mod = str(self.handler.get_mod(name)) self.SetCellValue(rowi,5,mod) self.SetReadOnly(rowi,5) def on_size(self,evt): (w,h) = self.GetClientSizeTuple() cols = self.GetNumberCols() col_w = w/(cols+2) self.SetColSize(0,col_w*3) for i in range(1,cols): self.SetColSize(i,col_w) evt.Skip() self.Refresh() def refresh_data(self): for r in range(self.GetNumberRows()): self.refresh_row(r) class dnd3efeats(skills_char_child): """ Node Handler for classes. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): skills_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5002 self.root.feats = self #a 1.6009 def get_design_panel(self,parent): setTitle="Feats - " + self.root.general.charName #a 1.5010 wnd = outline_panel(parent,self,feat_panel,setTitle) #a 1.5010 #wnd = outline_panel(parent,self,feat_panel,"Feats") #d 1.5010 wnd.title = "Feats" #d 1.5010 #wnd.title = "Feats - " + self.charName return wnd def tohtml(self): html_str = "<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 ><th>Feats</th></tr><tr><td>" n_list = self.master_dom._get_childNodes() for n in n_list: html_str += n.getAttribute('name')+ ", " html_str = html_str[:len(html_str)-2] + "</td></tr></table>" return html_str class feat_panel(wx.Panel): def __init__(self, parent, handler): self.hparent = handler #a 1.5002 allow ability to run up tree. #a 1.5002 in this case, we need the functional parent, not the invoking parent. self.root = getRoot(self) #a 1.5002 #tempTitle= 'Feats - ' + self.root.general.charName #a 1.5010 #pname = handler.master_dom.setAttribute("name", tempTitle) #a 1.5010 pname = handler.master_dom.setAttribute("name", 'Feats') #d 1.5010 wx.Panel.__init__(self, parent, -1) self.grid =wx.grid.Grid(self, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) sizer = wx.BoxSizer(wx.VERTICAL) sizer.Add(self.grid, 1, wx.EXPAND) sizer1 = wx.BoxSizer(wx.HORIZONTAL) sizer1.Add(wx.Button(self, 10, "Remove Feat"), 0, wx.EXPAND) sizer1.Add(wx.Size(10,10)) sizer1.Add(wx.Button(self, 20, "Add Feat"), 0, wx.EXPAND) sizer.Add(sizer1, 0, wx.EXPAND) self.sizer = sizer self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() #self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.EVT_BUTTON, self.on_remove, id=10) self.Bind(wx.EVT_BUTTON, self.on_add, id=20) n_list = handler.master_dom._get_childNodes() self.n_list = n_list self.master_dom = handler.master_dom self.grid.CreateGrid(len(n_list),3,1) self.grid.SetRowLabelSize(0) self.grid.SetColLabelValue(0,"Feat") self.grid.SetColLabelValue(1,"Type") self.grid.SetColLabelValue(2,"Reference") #m 1.6 typo correction. for i in range(len(n_list)): self.refresh_row(i) self.temp_dom = None def refresh_row(self,i): feat = self.n_list[i] name = feat.getAttribute('name') type = feat.getAttribute('type') desc = feat.getAttribute('desc') #m 1.6 correct typo self.grid.SetCellValue(i,0,name) self.grid.SetReadOnly(i,0) self.grid.SetCellValue(i,1,type) self.grid.SetReadOnly(i,1) self.grid.SetCellValue(i,2,desc) #m 1.6 correct typo self.grid.SetReadOnly(i,2) def on_remove(self,evt): rows = self.grid.GetNumberRows() for i in range(rows): if self.grid.IsInSelection(i,0): self.grid.DeleteRows(i) self.master_dom.removeChild(self.n_list[i]) def on_add(self,evt): if not self.temp_dom: tmp = open(dir_struct["dnd3e"]+"dnd3efeats.xml","r") xml_dom = parseXml_with_dlg(self,tmp.read()) xml_dom = xml_dom._get_firstChild() tmp.close() temp_dom = xml_dom f_list = temp_dom.getElementsByTagName('feat') opts = [] for f in f_list: opts.append(f.getAttribute('name') + " - [" + f.getAttribute('type') + "] - " + f.getAttribute('desc')) dlg = wx.SingleChoiceDialog(self,'Choose Feat','Feats',opts) if dlg.ShowModal() == wx.ID_OK: i = dlg.GetSelection() new_node = self.master_dom.appendChild(f_list[i].cloneNode(False)) self.grid.AppendRows(1) self.refresh_row(self.grid.GetNumberRows()-1) dlg.Destroy() def on_size(self,event): s = self.GetClientSizeTuple() self.grid.SetDimensions(0,0,s[0],s[1]-25) self.sizer.SetDimension(0,s[1]-25,s[0],25) (w,h) = self.grid.GetClientSizeTuple() cols = self.grid.GetNumberCols() col_w = w/(cols) for i in range(0,cols): self.grid.SetColSize(i,col_w) class dnd3ecombat(dnd3e_char_child): """ Node handler for a dnd3e charactor <nodehandler name='?' module='dnd3e' class='dnd3echar_handler2' /> """ def __init__(self,xml_dom,tree_node,parent): node_handler.__init__(self,xml_dom,tree_node) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5012 #mark3 dnd3e_char_child.__init__(self,xml_dom,tree_node,parent) self.frame = component.get('frame') self.child_handlers = {} self.new_child_handler('hp','Hit Points',dnd3ehp,'gear') self.new_child_handler('attacks','Attacks',dnd3eattacks,'spears') self.new_child_handler('ac','Armor',dnd3earmor,'spears') #print "combat",self.child_handlers #a (debug) 1.5002 #wxMenuItem(self.tree.std_menu, dnd3e_EXPORT, "Export...", "Export") self.myeditor = None def new_child_handler(self,tag,text,handler_class,icon='gear'): node_list = self.master_dom.getElementsByTagName(tag) tree = self.tree i = self.tree.icons[icon] new_tree_node = tree.AppendItem(self.mytree_node,text,i,i) handler = handler_class(node_list[0],new_tree_node,self) tree.SetPyData(new_tree_node,handler) self.child_handlers[tag] = handler def get_design_panel(self,parent): return tabbed_panel(parent,self,1) def get_use_panel(self,parent): return tabbed_panel(parent,self,2) class combat_char_child(node_handler): """ Node Handler for combat. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): node_handler.__init__(self,xml_dom,tree_node) self.char_hander = parent self.drag = False self.frame = component.get('frame') self.myeditor = None def on_drop(self,evt): pass def on_rclick(self,evt): pass def on_ldclick(self,evt): return def on_html(self,evt): html_str = self.tohtml() wnd = http_html_window(self.frame.note,-1) wnd.title = self.master_dom.getAttribute('name') self.frame.add_panel(wnd) wnd.SetPage(html_str) def get_design_panel(self,parent): pass def get_use_panel(self,parent): return self.get_design_panel(parent) def delete(self): pass class dnd3ehp(combat_char_child): """ Node Handler for hit points. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): combat_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.6009 self.root.hp = self #a 1.6009 def get_design_panel(self,parent): wnd = outline_panel(parent,self,hp_panel,"Hit Points") wnd.title = "Hit Points" return wnd def on_rclick( self, evt ): chp = self.master_dom.getAttribute('current') mhp = self.master_dom.getAttribute('max') txt = '((HP: %s / %s))' % ( chp, mhp ) self.chat.ParsePost( txt, True, True ) def tohtml(self): html_str = "<table width=100% border=1 >" html_str += "<tr BGCOLOR=#E9E9E9 ><th colspan=4>Hit Points</th></tr>" html_str += "<tr><th>Max:</th>" html_str += "<td>"+self.master_dom.getAttribute('max')+"</td>" html_str += "<th>Current:</th>" html_str += "<td>"+self.master_dom.getAttribute('current')+"</td>" html_str += "</tr></table>" return html_str class hp_panel(wx.Panel): def __init__(self, parent, handler): wx.Panel.__init__(self, parent, -1) self.hparent = handler #a 1.5002 allow ability to run up tree. In this #a 1.5002 case, we need the functional parent, not the invoking parent. pname = handler.master_dom.setAttribute("name", 'HitPoints') self.sizer = wx.FlexGridSizer(2, 4, 2, 2) # rows, cols, hgap, vgap self.master_dom = handler.master_dom self.sizer.AddMany([ (wx.StaticText(self, -1, "HP Current:"), 0, wx.ALIGN_CENTER_VERTICAL), (wx.TextCtrl(self, HP_CUR, self.master_dom.getAttribute('current')), 0, wx.EXPAND), (wx.StaticText(self, -1, "HP Max:"), 0, wx.ALIGN_CENTER_VERTICAL), (wx.TextCtrl(self, HP_MAX, self.master_dom.getAttribute('max')), 0, wx.EXPAND), ]) self.sizer.AddGrowableCol(1) self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() #self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.EVT_TEXT, self.on_text, id=HP_MAX) self.Bind(wx.EVT_TEXT, self.on_text, id=HP_CUR) def on_text(self,evt): id = evt.GetId() if id == HP_CUR: self.master_dom.setAttribute('current',evt.GetString()) elif id == HP_MAX: self.master_dom.setAttribute('max',evt.GetString()) def on_size(self,evt): s = self.GetClientSizeTuple() self.sizer.SetDimension(0,0,s[0],s[1]) class dnd3eattacks(combat_char_child): """ Node Handler for attacks. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): combat_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5002 self.root.attacks = self #a 1.6009 so others can find me. self.mrFrame = [] #a 1.9001 #a 1.5012 start a1b self.updateFootNotes = False self.updateFootNotes = False self.html_str = "<html><body>" self.html_str += ("<br> This character has weapons with no "+ "footnotes. This program will "+ "add footnotes to the weapons which have names that still match "+ "the orginal names. If you have changed the weapon name, you "+ "will see some weapons with a footnote of 'X', you will have "+ "to either delete and re-add the weapon, or research "+ "and add the correct footnotes for the weapon.\n"+ "<br> Please be aware, that only the bow/sling footnote is "+ "being used to affect changes to rolls; implemenation of other "+ "footnotes to automaticly adjust rolls will be completed as "+ "soon as time allows." + "<br><br>Update to character:"+self.root.general.charName+ "<br><br>"+ """<table border='1' width=100% ><tr BGCOLOR=#E9E9E9 > <th width='80%'>Weapon Name</th><th>Added Footnote</th></tr>\n""") self.temp_dom={} #a 1.5012 end a1b node_list = self.master_dom.getElementsByTagName('melee') self.melee = node_list[0] node_list = self.master_dom.getElementsByTagName('ranged') self.ranged = node_list[0] self.refresh_weapons() # this causes self.weapons to be loaded. #a 1.5012 this whole if clause. if self.updateFootNotes == True: self.updateFootNotes = False name = self.root.general.charName self.html_str += "</table>" self.html_str += "</body> </html> " masterFrame = self.root.frame title = name+"'s weapons' update to have footnotes" fnFrame = wx.Frame(masterFrame, -1, title) fnFrame.panel = wx.html.HtmlWindow(fnFrame,-1) fnFrame.panel.SetPage(self.html_str) fnFrame.Show() #weaponsH = self.master_dom.getElementsByTagName('attacks') #mark7 #a 1.9001 this whole method def refreshMRdata(self): # refresh the data in the melee/ranged section # of the attack chart. # count backwards, maintains context despite "removes" for i in range(len(self.mrFrame)-1,-1,-1): #a 1.9001 x = self.mrFrame[i] if x == None: x.refreshMRdata() #a 1.9001 else: self.mrFrame.remove(x) def refresh_weapons(self): self.weapons = {} tree = self.tree icons = self.tree.icons tree.CollapseAndReset(self.mytree_node) node_list = self.master_dom.getElementsByTagName('weapon') for n in node_list: name = n.getAttribute('name') fn = safeGetAttr(n,'fn') #a 1.5012 can be removed when #a 1.5012 confident all characters in the world have footnotes. #if self.updateFootNotes: if fn == None:#a 1.5012 self.updateFootNotes=True self.updateFootN(n) #a 1.5012 new_tree_node = tree.AppendItem( self.mytree_node,name,icons['sword'],icons['sword']) tree.SetPyData(new_tree_node,self) self.weapons[name]=n def updateFootN(self,n):#a 1.5012 this whole function if not self.temp_dom: tmp = open(dir_struct["dnd3e"]+"dnd3eweapons.xml","r") #tmp = open("c:\clh\codeSamples\sample1.xml","r") #a (debug) 1.5012 self.temp_dom = xml.dom.minidom.parse(tmp) #self.temp_dom = parseXml_with_dlg(self,tmp.read()) self.temp_dom = self.temp_dom._get_firstChild() tmp.close() nameF = n.getAttribute('name') w_list = self.temp_dom.getElementsByTagName('weapon') found = False for w in w_list: if nameF == w.getAttribute('name'): found = True fnN = safeGetAttr(n,'fn') if fnN == None or fnN == 'None': fnW = w.getAttribute('fn') #print "weapon",nameF,"footnotes are updated to",fnW self.html_str += ("<tr ALIGN='center'><td>"+nameF+"</td>"+ "<td>"+fnW+"</td></tr>\n") n.setAttribute('fn',fnW) break if not found: self.html_str += ("<tr ALIGN='center'><td>"+nameF+" - Custom "+ "Weapon, research "+ "and update manually; setting footnote to indicate custom</td>"+ "<td>"+'X'+"</td></tr>\n") n.setAttribute('fn','X') def get_mod(self,type='m'): (base, base2, base3, base4, base5, base6, stat_mod, misc) \ = self.get_attack_data(type) return int(base + misc + int(stat_mod)) def get_attack_data(self,type='m'): if type=='m' or type=='0': stat = 'Str' #m was dnd_globals["stats"]['Str'] 1.5002 temp = self.melee else: stat = 'Dex' #m was dnd_globals["stats"]['Dex'] 1.5002 temp = self.ranged stat_mod = -7 stat_mod = self.root.abilities.get_mod(stat) #a 1.5002 #print "Big test - stat_mod",stat_mod #a (debug) 1.6000 base = int(temp.getAttribute('base')) base2 = int(temp.getAttribute('second')) base3 = int(temp.getAttribute('third')) base4 = int(temp.getAttribute('forth')) base5 = int(temp.getAttribute('fifth')) base6 = int(temp.getAttribute('sixth')) misc = int(temp.getAttribute('misc')) return (base, base2, base3, base4, base5, base6, stat_mod ,misc) def on_rclick(self,evt): item = self.tree.GetSelection() name = self.tree.GetItemText(item) if item == self.mytree_node: #print "bail due to FUD" return #a 1.6015 #dnd3e_char_child.on_ldclick(self,evt)#d 1.6015 #self.frame.add_panel(self.get_design_panel(self.frame.note)) else: #print "entering attack phase" mod = int(self.weapons[name].getAttribute('mod')) wepMod = mod #a 1.5008 footNotes = safeGetAttr(self.weapons[name],'fn','') cat = self.weapons[name].getAttribute('category') #a1.6001 result = split(cat,"-",2) #a 1.6001 if len(result) < 2: #a 1.6021 this if & else print "warning: 1.6002 unable to interpret weapon category" print "format 'type weapon-[Range|Melee]', probably missing" print "the hyphen. Assuming Melee" print "weapon name: ",name tres="Melee" else: tres=result[1] #print "print FootNotes,tres",footNotes,tres if tres == 'Melee': #a 1.6001 #m 1.6022 use of tres here and... #if self.weapons[name].getAttribute('range') == '0':#d 1.6001 rangeOrMelee = 'm' #a 1.5008 code demote for next comment block elif tres == 'Ranged': #m 1.6001 (was just else) #m 1.6022 here rangeOrMelee = 'r' #a 1.5008 else:#a 1.6001 add this whole else clause. print "warning: 1.6001 unable to interpret weapon category" print "treating weapon as Melee, please correct xml" print "weapon name:",name rangeOrMelee ='m' mod = mod + self.get_mod(rangeOrMelee) #a 1.5008 chat = self.chat dmg = self.weapons[name].getAttribute('damage') #a 1.6003 start code fix instance a result = split(dmg,"/",2) dmg = result[0] #print "1.6003 check:dmg",dmg,";result",result #o currently, only picking out dmg; rest are simply ignored. #o May be usefull #o later for two weapon attack correction. #a 1.6003 end code fix instance a monkLvl = self.root.classes.get_class_lvl('Monk') # a 1.5002 #print "monkLvl",monkLvl #a (debug) 1.5002 # monkLvl = dnd_globals["class"]["lvl"] #d 1.5002 if dmg == "Monk Med": if monkLvl == None: #a 1.5009 txt = 'Attempting to use monk attack, but has no monk ' txt += 'levels, please choose a different attack.' chat.ParsePost( txt, True, True ) #a 1.5009 return #a 1.5009 else: #a 1.5009 lvl=int(monkLvl) if lvl <= 3: #m 1.6022 reversed the order of checks. dmg = "1d6" elif lvl <= 7: dmg = "1d8" elif lvl <= 11: dmg = "1d10" elif lvl <= 15: dmg = "2d6" elif lvl <= 19: dmg = "2d8" elif lvl <= 20: dmg = "2d10" if dmg == "Monk Small": if monkLvl == None: #a 1.5009 txt = 'Attempting to use monk attack, but has no monk ' txt += 'levels, please choose a different attack.' chat.ParsePost( txt, True, True ) #a 1.5009 return #a 1.5009 else: #a 1.5009 lvl=int(monkLvl) if lvl <= 3: #m 1.6022 reversed the order of the checks dmg = "1d4" elif lvl <= 7: dmg = "1d6" elif lvl <= 11: dmg = "1d8" elif lvl <= 15: dmg = "1d10" elif lvl <= 20: dmg = "2d6" flu = '' #print "adjusted weapon damage is:",dmg #o 1.5007 str bow #o 1.5011 start looking about here str dam bonus missed for thrown? #o 1.5012 start looking about here str penalty missed for bow/sling? #o 1.5013 off-hand attacks.? dam and all affects? str_mod = self.root.abilities.get_mod('Str') #a 1.5007,11,12,13 if rangeOrMelee == 'r': #a 1.5008 #if off_hand == True then stat_mod = stat_mod/2 #o 1.5013 #c 1.5007 ranged weapons normally get no str mod if find(footNotes,'b') > -1:#a 1.5012 if it's a bow if str_mod >= 0: #a 1.5012 never a str bonus str_mod = 0 #a 1.5012 penalty, else: #a 1.5012 if appropriate str_mod = 0 # c 1.5007 (must adjust for str bows later and thown weapons) #o 1.5007 include + for str bows #o 1.5012 include any str penalty for bows/slings. mod2 = "" #a 1.5007,11-13 if str_mod >= 0: #1.6 tidy up code. mod2 = "+" #1.6 tidy up code. aStrengthMod = mod2 + str(str_mod) #a 1.5008 applicable strength mod #if name == "Flurry of Blows(Monk Med)": #d 1.6012 if find(name ,"Flurry of Blows") > -1: #a 1.6012 flu = '-2' (base, base2, base3, base4, base5, base6, stat_mod, misc)\ = self.get_attack_data(rangeOrMelee) #a 1.5008 self.sendRoll(base ,stat_mod,misc,wepMod,name,flu,dmg, aStrengthMod,'',True,rollAnyWay=True) if flu != '': self.sendRoll(base ,stat_mod,misc,wepMod,name,flu,dmg, aStrengthMod) #a 1.6021 self.sendRoll(base2,stat_mod,misc,wepMod,name,flu,dmg,aStrengthMod) self.sendRoll(base3,stat_mod,misc,wepMod,name,flu,dmg,aStrengthMod) self.sendRoll(base4,stat_mod,misc,wepMod,name,flu,dmg,aStrengthMod) self.sendRoll(base5,stat_mod,misc,wepMod,name,flu,dmg,aStrengthMod) self.sendRoll(base6,stat_mod,misc,wepMod,name,flu,dmg,aStrengthMod) def sendRoll(self,base,stat_mod,misc,wepMod,name,flu,dmg,aStrengthMod, spacer="",pname=False,rollAnyWay=False): if base != 0 or rollAnyWay: base = base + int(stat_mod) + misc + wepMod #m 1.5008 if base >= 0: mod1 = "+" else: mod1 = "" txt = '%s ' % (spacer) txt += '%s Attack Roll: <b>[1d20%s%s%s]</b>' % (name, mod1, base, flu) txt += ' ===> Damage: <b>[%s%s]</b>' % (dmg, aStrengthMod) self.chat.ParsePost( txt, True, True ) def get_design_panel(self,parent): wnd = outline_panel(parent,self,attack_panel,"Attacks") wnd.title = "Attacks" return wnd def tohtml(self): melee = self.get_attack_data('m') ranged = self.get_attack_data('r') html_str = ("""<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 >"""+ "<th>Attack</th><th>Total</th><th >Base</th>"+ "<th>Abil</th><th>Misc</th></tr>") html_str += "<tr ALIGN='center' ><th >Melee:</th>" html_str += "<td>"+str(melee[0]+melee[1]+melee[2])+"</td>" html_str += "<td>"+str(melee[0])+"</td>" html_str += "<td>"+str(melee[1])+"</td>" html_str += "<td>"+str(melee[2])+"</td></tr>" html_str += "<tr ALIGN='center' ><th >Ranged:</th>" html_str += "<td>"+str(ranged[0]+ranged[1]+ranged[2])+"</td>" html_str += "<td>"+str(ranged[0])+"</td>" html_str += "<td>"+str(ranged[1])+"</td>" html_str += "<td>"+str(ranged[2])+"</td></tr></table>" n_list = self.master_dom.getElementsByTagName('weapon') for n in n_list: mod = n.getAttribute('mod') if mod >= 0: mod1 = "+" else: mod1 = "" ran = n.getAttribute('range') total = str(int(mod) + self.get_mod(ran)) html_str += """<P><table width=100% border=1 ><tr BGCOLOR=#E9E9E9 > <th colspan=2>Weapon</th> <th>Attack</th><th >Damage</th><th>Critical</th></tr>""" html_str += "<tr ALIGN='center' ><td colspan=2>" html_str += n.getAttribute('name')+"</td><td>"+total+"</td>" html_str += "<td>"+n.getAttribute('damage')+"</td><td>" html_str += n.getAttribute('critical')+"</td></tr>" html_str += """<tr BGCOLOR=#E9E9E9 ><th>Range</th><th>Weight</th> <th>Type</th><th>Size</th><th>Misc Mod</th></tr>""" html_str += "<tr ALIGN='center'><td>"+ran+"</td><td>" html_str += n.getAttribute('weight')+"</td>" html_str += "<td>"+n.getAttribute('type')+"</td><td>" html_str += n.getAttribute('size')+"</td>" html_str += '<td>%s%s</td></tr>' % (mod1, mod) #a 1.5012 add next two lines to pretty print footnotes. html_str += """<tr><th BGCOLOR=#E9E9E9 colspan=2>Footnotes:</th>""" html_str += "<th colspan=3>"+safeGetAttr(n,'fn','')+"</th></tr>" html_str += '</table>' return html_str class attack_grid(wx.grid.Grid): """grid for attacks""" def __init__(self, parent, handler): pname = handler.master_dom.setAttribute("name", 'Melee') self.hparent = handler #a 1.5002 allow ability to run up tree. #a 1.5002 we need the functional parent, not the invoking parent. wx.grid.Grid.__init__(self, parent, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) self.root = getRoot(self) #a 1.9001 self.parent = parent self.handler = handler self.rows = (self.handler.melee,self.handler.ranged) self.CreateGrid(2,10) self.SetRowLabelSize(0) col_names = ['Type','base','base 2','base 3','base 4','base 5', 'base 6','abil','misc','Total'] for i in range(len(col_names)): self.SetColLabelValue(i,col_names[i]) self.SetCellValue(0,0,"Melee") self.SetCellValue(1,0,"Ranged") self.refresh_data() self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) #print "looking for containing frame" #a 1.9001 remainder of code in this method. climber = parent nameNode = climber.GetClassName() while nameNode != 'wxFrame': climber = climber.parent nameNode = climber.GetClassName() masterFrame=climber masterFrame.refreshMRdata=self.refresh_data #print getmembers(masterFrame) handler.mrFrame.append(masterFrame) #print "masterFrame=",masterFrame #print "mr.Show=",masterFrame.Show() #print "mf.GetName",masterFrame.GetName() #print "mf.GetClassName",masterFrame.GetClassName() #print "mf.GetId",masterFrame.GetId() #print "mf.GetLabel",masterFrame.GetLabel() #print "mf.GetHandle",masterFrame.GetHandle() #print "mf.GetParent",masterFrame.GetParent() # here, GetParent consistent returns the master frame of the app. #print "mf.GetGParent",masterFrame.GetGrandParent() #here, always None #print "mf.GetTitle",masterFrame.GetTitle() #print "mf.IsEnabled",masterFrame.IsEnabled() #print "mf.IsShown",masterFrame.IsShown() #print "mf.IsTopLevel",masterFrame.IsTopLevel() #print "self.frame=",self.frame def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.GetCellValue(row,col) try: int(value) if col==1: self.rows[row].setAttribute('base',value) elif col==2: self.rows[row].setAttribute('second',value) elif col==3: self.rows[row].setAttribute('third',value) elif col==4: self.rows[row].setAttribute('forth',value) elif col==5: self.rows[row].setAttribute('fifth',value) elif col==6: self.rows[row].setAttribute('sixth',value) elif col==8: self.rows[row].setAttribute('misc',value) #print "row:",row,"value",value,self.rows[row] self.parent.refresh_data() except: self.SetCellValue(row,col,"0") def refresh_data(self): melee = self.handler.get_attack_data('m') ranged = self.handler.get_attack_data('r') tmelee = int(melee[0]) + int(melee[6]) + int(melee[7]) tranged = int(ranged[0]) + int(ranged[6]) + int(ranged[7]) # for i in range(0,7): #d 1.5005 for i in range(0,8): #a 1.5005 self.SetCellValue(0,i+1,str(melee[i])) self.SetCellValue(1,i+1,str(ranged[i])) self.SetCellValue(0,9,str(tmelee)) self.SetCellValue(1,9,str(tranged)) self.SetReadOnly(0,0) self.SetReadOnly(1,0) self.SetReadOnly(0,7) self.SetReadOnly(1,7) self.SetReadOnly(0,9) self.SetReadOnly(1,9) def on_size(self,evt): (w,h) = self.GetClientSizeTuple() cols = self.GetNumberCols() col_w = w/(cols+1) self.SetColSize(0,col_w*2) for i in range(1,cols): self.SetColSize(i,col_w) evt.Skip() self.Refresh() class weapon_panel(wx.Panel): def __init__(self, parent, handler): self.hparent = handler #a 1.5012 self.root = getRoot(self) pname = handler.master_dom.setAttribute("name", 'Weapons') wx.Panel.__init__(self, parent, -1) self.grid =wx.grid.Grid(self, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) sizer = wx.BoxSizer(wx.VERTICAL) sizer.Add(self.grid, 1, wx.EXPAND) sizer2 = wx.BoxSizer(wx.HORIZONTAL) sizer2.Add(wx.Button(self, 10, "Remove Weapon"), 0, wx.EXPAND) sizer2.Add(wx.Size(10,10)) sizer2.Add(wx.Button(self, 20, "Add Weapon"), 0, wx.EXPAND) sizer.Add(sizer2, 0, wx.EXPAND) sizer.Add(wx.StaticText(self, -1, "Right click a weapon's footnote to see what the footnotes mean."),0, wx.EXPAND)#a 1.5012 self.sizer = sizer self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() self.sizer2 = sizer2 #self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.EVT_BUTTON, self.on_remove, id=10) self.Bind(wx.EVT_BUTTON, self.on_add, id=20) self.grid.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) self.grid.Bind(wx.grid.EVT_GRID_CELL_RIGHT_CLICK, self.on_gridRclick)#a 1.5012 n_list = handler.master_dom.getElementsByTagName('weapon') self.n_list = n_list self.master_dom = handler.master_dom self.handler = handler #trash=input("weapon panel init colnames") self.colAttr = ['name','damage','mod','critical','type','weight', 'range','size','Total','fn', 'comment'] #a 1.5012 col_names = ['Name','Damage','To hit\nmod','Critical','Type','Weight', 'Range','Size','Total','Foot\nnotes','Comment'] #a 1.5012 gridColCount=len(col_names)#a 1.5012 self.grid.CreateGrid(len(n_list),gridColCount,1) #a 1.5012 #self.grid.CreateGrid(len(n_list),9,1) #d 1.5012 self.grid.SetRowLabelSize(0) #col_names = ['Name','damage','mod','critical','type','weight','range', 'size','Total'] #d 1.5012 #for i in range(len(col_names)): #d 1.5012 for i in range(gridColCount): #a 1.5012 self.grid.SetColLabelValue(i,col_names[i]) self.refresh_data() self.temp_dom = None #mark4 #a 1.5012 add entire method. def on_gridRclick(self,evt): #print "weapon_panel, on_rclick: self,evt",self,evt row = evt.GetRow() col = evt.GetCol() value = self.grid.GetCellValue(row,col) #print "wp, on rclick,grid row,col,value",row,col,value if col == 9 and value != 'None': n = self.n_list[row] name = n.getAttribute('name') #print "we want a panel!" handler = self.hparent #print "handler:",handler # A handler is a node, and nodes have a reference to # the master frame masterFrame = handler.frame #print "masterFrame:",masterFrame title = name+"'s Special Weapon Characteristics" fnFrame = wx.Frame(masterFrame, -1, title) fnFrame.panel = wx.html.HtmlWindow(fnFrame,-1) if not self.temp_dom: tmp = open(dir_struct["dnd3e"]+ "dnd3eweapons.xml","r") #tmp = open("c:\clh\codeSamples\sample1.xml","r") xml_dom = parseXml_with_dlg(self,tmp.read()) xml_dom = xml_dom._get_firstChild() tmp.close() self.temp_dom = xml_dom f_list = self.temp_dom.getElementsByTagName('f') # the footnotes #print "weapon_panel - on_rclick f_list",f_list#a 1.6 n = self.n_list[row] name = n.getAttribute('name') footnotes = n.getAttribute('fn') html_str = "<html><body>" html_str += """<table border='1' width=100% ><tr BGCOLOR=#E9E9E9 > <th width='10%'>Note</th><th>Description</th></tr>\n""" #print "rclick,name,fn",name,footnotes if footnotes == "": html_str += "<tr ALIGN='center'><td></td>" html_str += " <td>This weapon has no footnotes</td></tr>" for i in range(len(footnotes)): aNote=footnotes[i] found=False for f in f_list: if f.getAttribute('mark') == aNote: found=True text=f.getAttribute('txt') html_str += ("<tr ALIGN='center'><td>"+aNote+"</td>"+ "<td>"+text+"</td></tr>\n") if not found: html_str += ("<tr ALIGN='center'><td>"+aNote+"</td>"+ "<td>is not a recognized footnote</td></tr>\n") html_str += "</table>" html_str += "</body> </html> " #print html_str fnFrame.panel.SetPage(html_str) fnFrame.Show() return pass def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.grid.GetCellValue(row,col) if col == 2 and not int(value): # special case for mod, demoted value = "0" #a 5.012 demoted self.n_list[row].setAttribute('mod',value) # a 5.012 demoted if not (col == 9 and value == "None" and self.n_list[row].getAttribute('fn') == "None" ): #a 5.012 special case for footnotes self.n_list[row].setAttribute(self.colAttr[col],value)#a 5.012 #print "cell change",row,col,value #if col == 0:#d 5.012 use of colAttr removed need for this. # self.n_list[row].setAttribute('name',value) #d 5.012 #elif col == 2: #d 5.012 # try:#d 5.012 simplifying... remove this block. # int(value) # self.n_list[row].setAttribute('mod',value) # #self.refresh_row(row) #d 5.012 did nothing. # except: # value = "0" # self.n_list[row].setAttribute('mod',value) #else: #d 5.012 demoted self.n set. # self.n_list[row].setAttribute(self.grid.GetColLabelValue(col),value) def refresh_row(self,i): n = self.n_list[i] fn = n.getAttribute('fn') #print "fn=",fn name = n.getAttribute('name') mod = n.getAttribute('mod') ran = n.getAttribute('range') total = str(int(mod) + self.handler.get_mod(ran)) self.grid.SetCellValue(i,0,name) self.grid.SetCellValue(i,1,n.getAttribute('damage')) self.grid.SetCellValue(i,2,mod) self.grid.SetCellValue(i,3,n.getAttribute('critical')) self.grid.SetCellValue(i,4,n.getAttribute('type')) self.grid.SetCellValue(i,5,n.getAttribute('weight')) self.grid.SetCellValue(i,6,ran) self.grid.SetCellValue(i,7,n.getAttribute('size') ) self.grid.SetCellValue(i,8,total) self.grid.SetCellValue(i,9,safeGetAttr(n,'fn','None')) #a 1.5012 self.grid.SetCellValue(i,10,safeGetAttr(n,'comment','')) #a 1.5012 #fn=safeGetAttr(n,'fn','None') #a (debug) 1.5012 #print "fn ",fn,"<" #a (debug) 1.5012 #o 1.5012 original damage vs what someone has changed it to. self.grid.SetReadOnly(i,8) def on_remove(self,evt): #o 1.6011 correcting wrongful deletion rows = self.grid.GetNumberRows() #for i in range(rows): #d 1.6011 do it backwards, for i in range(rows-1,-1,-1): #a 1.6011 or you lose context if self.grid.IsInSelection(i,0): self.grid.DeleteRows(i) self.master_dom.removeChild(self.n_list[i]) self.n_list = self.master_dom.getElementsByTagName('weapon') self.handler.refresh_weapons() def on_add(self,evt): if not self.temp_dom: tmp = open(dir_struct["dnd3e"]+"dnd3eweapons.xml","r") #tmp = open("c:\clh\codeSamples\sample1.xml","r") #a (debug) 1.5012 xml_dom = parseXml_with_dlg(self,tmp.read()) xml_dom = xml_dom._get_firstChild() tmp.close() self.temp_dom = xml_dom f_list = self.temp_dom.getElementsByTagName('weapon') opts = [] #print "weapon_panel - on_add f_list",f_list#a 1.6 for f in f_list: opts.append(f.getAttribute('name')) dlg = wx.SingleChoiceDialog(self,'Choose Weapon','Weapon List',opts) if dlg.ShowModal() == wx.ID_OK: i = dlg.GetSelection() #print f_list[i] # DOM Element: weapon. new_node = self.master_dom.appendChild(f_list[i].cloneNode(False)) #print self.grid.AppendRows # a bound method of wxGrid self.grid.AppendRows(1) self.n_list = self.master_dom.getElementsByTagName('weapon') #print "self.n_list",self.n_list # list of DOM weapons self.refresh_row(self.grid.GetNumberRows()-1) self.handler.refresh_weapons() dlg.Destroy() def on_size(self,event): s = self.GetClientSizeTuple() self.grid.SetDimensions(0,0,s[0],s[1]-40) self.sizer.SetDimension(0,s[1]-40,s[0],25) self.sizer2.SetDimension(0,s[1]-15,s[0],15) (w,h) = self.grid.GetClientSizeTuple() cols = self.grid.GetNumberCols() col_w = w/(cols+1) self.grid.SetColSize(0,col_w*2) for i in range(1,cols): self.grid.SetColSize(i,col_w) def refresh_data(self): for i in range(len(self.n_list)): self.refresh_row(i) class attack_panel(wx.Panel): def __init__(self, parent, handler): pname = handler.master_dom.setAttribute("name", 'Melee') self.parent = parent #a 1.9001 wx.Panel.__init__(self, parent, -1) self.a_grid = attack_grid(self, handler) self.w_panel = weapon_panel(self, handler) self.sizer = wx.BoxSizer(wx.VERTICAL) self.sizer.Add(self.a_grid, 1, wx.EXPAND) self.sizer.Add(self.w_panel, 2, wx.EXPAND) self.Bind(wx.EVT_SIZE, self.on_size) def on_size(self,event): s = self.GetClientSizeTuple() self.sizer.SetDimension(0,0,s[0],s[1]) def refresh_data(self): self.w_panel.refresh_data() self.a_grid.refresh_data() class dnd3earmor(combat_char_child): """ Node Handler for ac. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): combat_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5002 self.root.ac = self #a 1.6009 def get_spell_failure(self): return self.get_total('spellfailure') def get_total_weight(self): return self.get_total('weight') def get_check_pen(self): return self.get_total('checkpenalty') def get_armor_class(self): ac_total = 10 ac_total += self.get_total('bonus') #m 1.5009 change to hardcode dex, was incorrect gv "stat" dex_mod = self.root.abilities.get_mod('Dex')#m 1.5009 hardcode dex max_dex = self.get_max_dex() if dex_mod < max_dex: ac_total += dex_mod else: ac_total += max_dex return ac_total def get_max_dex(self): armor_list = self.master_dom.getElementsByTagName('armor') dex = 10 for a in armor_list: temp = int(a.getAttribute("maxdex")) if temp < dex: dex = temp return dex def get_total(self,attr): armor_list = self.master_dom.getElementsByTagName('armor') total = 0 for a in armor_list: total += int(a.getAttribute(attr)) return total def get_design_panel(self,parent): wnd = outline_panel(parent,self,ac_panel,"Armor") wnd.title = "Armor" return wnd def on_rclick( self, evt ): ac = self.get_armor_class() fac = (int(ac)-(self.root.abilities.get_mod('Dex'))) txt = '((AC: %s Normal, %s Flatfoot))' % ( ac, fac ) #a 1.5002 self.chat.ParsePost( txt, True, True ) def tohtml(self): html_str = """<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 > <th>AC</th><th>Check Penalty</th><th >Spell Failure</th> <th>Max Dex</th><th>Total Weight</th></tr>""" html_str += "<tr ALIGN='center' >" html_str += "<td>"+str(self.get_armor_class())+"</td>" html_str += "<td>"+str(self.get_check_pen())+"</td>" html_str += "<td>"+str(self.get_spell_failure())+"</td>" html_str += "<td>"+str(self.get_max_dex())+"</td>" html_str += "<td>"+str(self.get_total_weight())+"</td></tr></table>" n_list = self.master_dom._get_childNodes() for n in n_list: html_str += """<P><table width=100% border=1 ><tr BGCOLOR=#E9E9E9 > <th colspan=3>Armor</th><th>Type</th><th >Bonus</th></tr>""" html_str += "<tr ALIGN='center' >" html_str += "<td colspan=3>"+n.getAttribute('name')+"</td>" html_str += "<td>"+n.getAttribute('type')+"</td>" html_str += "<td>"+n.getAttribute('bonus')+"</td></tr>" html_str += """<tr BGCOLOR=#E9E9E9 >""" html_str += "<th>Check Penalty</th><th>Spell Failure</th>" html_str += "<th>Max Dex</th><th>Speed</th><th>Weight</th></tr>" html_str += "<tr ALIGN='center'>" html_str += "<td>"+n.getAttribute('checkpenalty')+"</td>" html_str += "<td>"+n.getAttribute('spellfailure')+"</td>" html_str += "<td>"+n.getAttribute('maxdex')+"</td>" html_str += "<td>"+n.getAttribute('speed')+"</td>" html_str += "<td>"+n.getAttribute('weight')+"</td></tr></table>" return html_str class ac_panel(wx.Panel): def __init__(self, parent, handler): pname = handler.master_dom.setAttribute("name", 'Armor') self.hparent = handler #a 1.5002 allow ability to run up tree. #a 1.5002 we need the functional parent, not the invoking parent. wx.Panel.__init__(self, parent, -1) self.grid =wx.grid.Grid(self, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) sizer = wx.BoxSizer(wx.VERTICAL) sizer.Add(self.grid, 1, wx.EXPAND) sizer1 = wx.BoxSizer(wx.HORIZONTAL) sizer1.Add(wx.Button(self, 10, "Remove Armor"), 1, wx.EXPAND) sizer1.Add(wx.Size(10,10)) sizer1.Add(wx.Button(self, 20, "Add Armor"), 1, wx.EXPAND) sizer.Add(sizer1, 0, wx.EXPAND) self.sizer = sizer self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() #self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.EVT_BUTTON, self.on_remove, id=10) self.Bind(wx.EVT_BUTTON, self.on_add, id=20) self.grid.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) self.master_dom = handler.master_dom n_list = handler.master_dom._get_childNodes() self.n_list = n_list col_names = ['Armor','bonus','maxdex','cp','sf','weight','speed','type'] self.grid.CreateGrid(len(n_list),len(col_names),1) self.grid.SetRowLabelSize(0) for i in range(len(col_names)): self.grid.SetColLabelValue(i,col_names[i]) self.atts =['name','bonus','maxdex','checkpenalty', 'spellfailure','weight','speed','type'] for i in range(len(n_list)): self.refresh_row(i) self.temp_dom = None def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.grid.GetCellValue(row,col) if col >= 1 and col <= 5: try: int(value) self.n_list[row].setAttribute(self.atts[col],value) except: self.grid.SetCellValue(row,col,"0") else: self.n_list[row].setAttribute(self.atts[col],value) def refresh_row(self,i): n = self.n_list[i] for y in range(len(self.atts)): self.grid.SetCellValue(i,y,n.getAttribute(self.atts[y])) def on_remove(self,evt): rows = self.grid.GetNumberRows() for i in range(rows): if self.grid.IsInSelection(i,0): self.grid.DeleteRows(i) self.master_dom.removeChild(self.n_list[i]) def on_add(self,evt): if not self.temp_dom: tmp = open(dir_struct["dnd3e"]+"dnd3earmor.xml","r") xml_dom = parseXml_with_dlg(self,tmp.read()) xml_dom = xml_dom._get_firstChild() tmp.close() self.temp_dom = xml_dom f_list = self.temp_dom.getElementsByTagName('armor') opts = [] for f in f_list: opts.append(f.getAttribute('name')) dlg = wx.SingleChoiceDialog(self,'Choose Armor:','Armor List',opts) if dlg.ShowModal() == wx.ID_OK: i = dlg.GetSelection() new_node = self.master_dom.appendChild(f_list[i].cloneNode(False)) self.grid.AppendRows(1) self.refresh_row(self.grid.GetNumberRows()-1) dlg.Destroy() def on_size(self,event): s = self.GetClientSizeTuple() self.grid.SetDimensions(0,0,s[0],s[1]-25) self.sizer.SetDimension(0,s[1]-25,s[0],25) (w,h) = self.grid.GetClientSizeTuple() cols = self.grid.GetNumberCols() col_w = w/(cols+2) self.grid.SetColSize(0,col_w*3) for i in range(1,cols): self.grid.SetColSize(i,col_w) class dnd3esnp(dnd3e_char_child): """ Node Handler for power points. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): node_handler.__init__(self,xml_dom,tree_node) dnd3e_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.frame = component.get('frame') self.child_handlers = {} self.new_child_handler('spells','Spells',dnd3espells,'book') self.new_child_handler('divine','Divine Spells',dnd3edivine,'book') self.new_child_handler('powers','Powers',dnd3epowers,'book') self.new_child_handler('pp','Power Points',dnd3epp,'gear') self.myeditor = None def new_child_handler(self,tag,text,handler_class,icon='gear'): node_list = self.master_dom.getElementsByTagName(tag) tree = self.tree i = self.tree.icons[icon] new_tree_node = tree.AppendItem(self.mytree_node,text,i,i) handler = handler_class(node_list[0],new_tree_node,self) tree.SetPyData(new_tree_node,handler) self.child_handlers[tag] = handler def get_design_panel(self,parent): return tabbed_panel(parent,self,1) def get_use_panel(self,parent): return tabbed_panel(parent,self,2) # def set_char_pp(self,attr,evl): #d 1.5002 doesn't seem to be used, but # dnd_globals["pp"][attr] = evl #d 1.5002 uses dnd_globals, so tossing. # def get_char_pp( self, attr ): #d 1.5002 doesn't seem to be used, but # return dnd_globals["pp"][attr] #d 1.5002 doesn't seem to be used, but class snp_char_child(node_handler): """ Node Handler for skill. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): node_handler.__init__(self,xml_dom,tree_node) self.char_hander = parent self.drag = False self.frame = component.get('frame') self.myeditor = None def on_drop(self,evt): pass def on_rclick(self,evt): pass def on_ldclick(self,evt): return def on_html(self,evt): html_str = self.tohtml() wnd = http_html_window(self.frame.note,-1) wnd.title = self.master_dom.getAttribute('name') self.frame.add_panel(wnd) wnd.SetPage(html_str) def get_design_panel(self,parent): pass def get_use_panel(self,parent): return self.get_design_panel(parent) def delete(self): pass class dnd3espells(snp_char_child): """ Node Handler for classes. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): snp_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5002 self.root.spells = self #a 1.6009 node_list = self.master_dom.getElementsByTagName( 'spell' ) self.spells = {} tree = self.tree icons = self.tree.icons for n in node_list: name = n.getAttribute('name') self.spells[ name ] = n new_tree_node = tree.AppendItem( self.mytree_node, name, icons['gear'], icons['gear'] ) tree.SetPyData( new_tree_node, self ) def on_rclick( self, evt ): item = self.tree.GetSelection() name = self.tree.GetItemText( item ) if item == self.mytree_node: dnd3e_char_child.on_ldclick( self, evt ) else: level = self.spells[ name ].getAttribute( 'level' ) descr = self.spells[ name ].getAttribute( 'desc' ) use = self.spells[ name ].getAttribute( 'used' ) memrz = self.spells[ name ].getAttribute( 'memrz' ) use += '+1' charNameL=self.root.general.charName #a 1.5002 left = eval( '%s - ( %s )' % ( memrz, use ) ) if left < 0: txt = '%s Tried to cast %s but has used all of them for today,' #txt +='"Please rest so I can cast more."' % ( dnd_globals["gen"]["Name"], name )##d 1.5002 txt +='"Please rest so I can cast more."' % ( charNameL, name ) #a 1.5002 self.chat.ParsePost( txt, True, False ) else: #txt = '%s casts %s ( level %s, "%s" )' % ( dnd_globals["gen"]["Name"], name, level, descr )#d 1.5002 txt = '%s casts %s ( level %s, "%s" )' % ( charNameL, name, level, descr )#a f 1.5002 self.chat.ParsePost( txt, True, False ) s = '' if left != 1: s = 's' #txt = '%s can cast %s %d more time%s' % ( dnd_globals["gen"]["Name"], name, left, s )#d 1.5002 txt = '%s can cast %s %d more time%s' % ( charNameL, name, left, s ) #a 1.5002 self.chat.ParsePost( txt, False, False ) self.spells[ name ].setAttribute( 'used', `eval( use )` ) def refresh_spells(self): self.spells = {} tree = self.tree icons = self.tree.icons tree.CollapseAndReset(self.mytree_node) node_list = self.master_dom.getElementsByTagName('spell') for n in node_list: name = n.getAttribute('name') new_tree_node = tree.AppendItem(self.mytree_node,name,icons['gear'],icons['gear']) tree.SetPyData(new_tree_node,self) self.spells[name]=n def get_design_panel(self,parent): wnd = outline_panel(parent,self,spells_panel,"Spells") wnd.title = "Spells" return wnd def tohtml(self): html_str = "<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 ><th>Arcane Spells</th></tr><tr><td><br>" n_list = self.master_dom._get_childNodes() for n in n_list: html_str += "(" + n.getAttribute('level') + ") " + n.getAttribute('name')+ ", " html_str = html_str[:len(html_str)-2] + "</td></tr></table>" return html_str def get_char_lvl( self, attr ): return self.char_hander.get_char_lvl(attr) class spells_panel(wx.Panel): def __init__(self, parent, handler): pname = handler.master_dom.setAttribute("name", 'Arcane Spells') self.hparent = handler #a 1.5002 allow ability to run up tree. #a 1.5002 in this case, we need the functional parent, not the invoking parent. wx.Panel.__init__(self, parent, -1) self.grid =wx.grid.Grid(self, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) self.handler = handler sizer = wx.BoxSizer(wx.VERTICAL) sizer.Add(self.grid, 1, wx.EXPAND) sizer1 = wx.BoxSizer(wx.HORIZONTAL) sizer1.Add(wx.Button(self, 10, "Remove Spell"), 1, wx.EXPAND) sizer1.Add(wx.Size(10,10)) sizer1.Add(wx.Button(self, 20, "Add Spell"), 1, wx.EXPAND) sizer1.Add(wx.Size(10,10)) sizer1.Add(wx.Button(self, 30, "Refresh Spells"), 1, wx.EXPAND) sizer.Add(sizer1, 0, wx.EXPAND) self.sizer = sizer self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() #self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.EVT_BUTTON, self.on_remove, id=10) self.Bind(wx.EVT_BUTTON, self.on_add, id=20) self.Bind(wx.EVT_BUTTON, self.on_refresh_spells, id=30) self.grid.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) n_list = handler.master_dom._get_childNodes() self.n_list = n_list self.master_dom = handler.master_dom self.grid.CreateGrid(len(n_list),4,1) self.grid.SetRowLabelSize(0) self.grid.SetColLabelValue(0,"No.") self.grid.SetColLabelValue(1,"Lvl") self.grid.SetColLabelValue(2,"Spell") self.grid.SetColLabelValue(3,"Desc") for i in range(len(n_list)): self.refresh_row(i) self.temp_dom = None def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.grid.GetCellValue(row,col) if col == 0: self.n_list[row].setAttribute('memrz',value) def refresh_row(self,i): spell = self.n_list[i] memrz = spell.getAttribute('memrz') name = spell.getAttribute('name') type = spell.getAttribute('desc') level = spell.getAttribute('level') self.grid.SetCellValue(i,0,memrz) self.grid.SetCellValue(i,2,name) self.grid.SetReadOnly(i,2) self.grid.SetCellValue(i,3,type) self.grid.SetReadOnly(i,3) self.grid.SetCellValue(i,1,level) self.grid.SetReadOnly(i,1) def on_remove(self,evt): rows = self.grid.GetNumberRows() for i in range(rows): if self.grid.IsInSelection(i,0): self.grid.DeleteRows(i) self.master_dom.removeChild(self.n_list[i]) def on_add(self,evt): if not self.temp_dom: tmp = open(dir_struct["dnd3e"]+"dnd3espells.xml","r") xml_dom = parseXml_with_dlg(self,tmp.read()) xml_dom = xml_dom._get_firstChild() tmp.close() self.temp_dom = xml_dom f_list = self.temp_dom.getElementsByTagName('spell') opts = [] #lvl = int(dnd3e_char_child.get_char_lvl('level')) #castlvl = eval('%s/2' % (lvl)) for f in f_list: spelllvl = f.getAttribute('level') #if spelllvl <= "1": # opts.append("(" + f.getAttribute('level') + ")" + f.getAttribute('name')) #else: # if eval('%d >= %s' %(castlvl, spelllvl)): opts.append("(" + f.getAttribute('level') + ")" + f.getAttribute('name')) dlg = wx.SingleChoiceDialog(self,'Choose Spell','Spells',opts) if dlg.ShowModal() == wx.ID_OK: i = dlg.GetSelection() new_node = self.master_dom.appendChild(f_list[i].cloneNode(False)) self.grid.AppendRows(1) self.n_list = self.master_dom.getElementsByTagName('spell') self.refresh_row(self.grid.GetNumberRows()-1) self.handler.refresh_spells() dlg.Destroy() def on_refresh_spells( self, evt ): f_list = self.master_dom.getElementsByTagName('spell') for spell in f_list: spell.setAttribute( 'used', '0' ) def on_size(self,event): s = self.GetClientSizeTuple() self.grid.SetDimensions(0,0,s[0],s[1]-25) self.sizer.SetDimension(0,s[1]-25,s[0],25) (w,h) = self.grid.GetClientSizeTuple() cols = self.grid.GetNumberCols() col_w = w/(cols) for i in range(0,cols): self.grid.SetColSize(i,col_w) self.grid.SetColSize(0,w * 0.10) self.grid.SetColSize(1,w * 0.10) self.grid.SetColSize(2,w * 0.30) self.grid.SetColSize(3,w * 0.50) def refresh_data(self): for i in range(len(self.n_list)): self.refresh_row(i) class dnd3edivine(snp_char_child): """ Node Handler for classes. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): snp_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5002 self.root.divine = self #a 1.6009 node_list = self.master_dom.getElementsByTagName( 'gift' ) self.spells = {} tree = self.tree icons = self.tree.icons for n in node_list: name = n.getAttribute('name') self.spells[ name ] = n new_tree_node = tree.AppendItem( self.mytree_node, name, icons['flask'], icons['flask'] ) tree.SetPyData( new_tree_node, self ) def on_rclick( self, evt ): charNameL=self.root.general.charName #a f 1.5002 item = self.tree.GetSelection() name = self.tree.GetItemText( item ) if item == self.mytree_node: dnd3e_char_child.on_ldclick( self, evt ) else: level = self.spells[ name ].getAttribute( 'level' ) descr = self.spells[ name ].getAttribute( 'desc' ) use = self.spells[ name ].getAttribute( 'used' ) memrz = self.spells[ name ].getAttribute( 'memrz' ) use += '+1' left = eval( '%s - ( %s )' % ( memrz, use ) ) if left < 0: txt = '%s Tried to cast %s but has used all of them for today,' #m 1.5002 break in 2. txt += "Please rest so I can cast more."' % ( charNameL, name )' #a 1.5002 #txt += "Please rest so I can cast more."' % ( dnd_globals["gen"]["Name"], name ) #d 1.5002 self.chat.ParsePost( txt, True, False ) else: #txt = '%s casts %s ( level %s, "%s" )' % ( dnd_globals["gen"]["Name"], name, level, descr ) #d 1.5002 txt = '%s casts %s ( level %s, "%s" )' % ( charNameL, name, level, descr ) #a 5002 self.chat.ParsePost( txt, True, False ) s = '' if left != 1: s = 's' #txt = '%s can cast %s %d more time%s' % ( dnd_globals["gen"]["Name"], name, left, s ) #d 1.5002 txt = '%s can cast %s %d more time%s' % ( charNameL, name, left, s ) #a 1.5002 self.chat.ParsePost( txt, False, False ) self.spells[ name ].setAttribute( 'used', `eval( use )` ) def refresh_spells(self): self.spells = {} tree = self.tree icons = self.tree.icons tree.CollapseAndReset(self.mytree_node) node_list = self.master_dom.getElementsByTagName('gift') for n in node_list: name = n.getAttribute('name') new_tree_node = tree.AppendItem(self.mytree_node,name,icons['flask'],icons['flask']) tree.SetPyData(new_tree_node,self) self.spells[name]=n def get_design_panel(self,parent): wnd = outline_panel(parent,self,divine_panel,"Spells") wnd.title = "Spells" return wnd def tohtml(self): html_str = "<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 ><th>Divine Spells</th></tr><tr><td><br>" n_list = self.master_dom._get_childNodes() for n in n_list: html_str += "(" + n.getAttribute('level') + ") " + n.getAttribute('name')+ ", " html_str = html_str[:len(html_str)-2] + "</td></tr></table>" return html_str def get_char_lvl( self, attr ): return self.char_hander.get_char_lvl(attr) class divine_panel(wx.Panel): def __init__(self, parent, handler): pname = handler.master_dom.setAttribute("name", 'Divine Spells') self.hparent = handler #a 1.5002 allow ability to run up tree. #a 1.5002 in this case, we need the functional parent, not the invoking parent. wx.Panel.__init__(self, parent, -1) self.grid =wx.grid.Grid(self, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) self.handler = handler sizer = wx.BoxSizer(wx.VERTICAL) sizer.Add(self.grid, 1, wx.EXPAND) sizer1 = wx.BoxSizer(wx.HORIZONTAL) sizer1.Add(wx.Button(self, 10, "Remove Spell"), 1, wx.EXPAND) sizer1.Add(wx.Size(10,10)) sizer1.Add(wx.Button(self, 20, "Add Spell"), 1, wx.EXPAND) sizer1.Add(wx.Size(10,10)) sizer1.Add(wx.Button(self, 30, "Refresh Spells"), 1, wx.EXPAND) sizer.Add(sizer1, 0, wx.EXPAND) self.sizer = sizer self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() #self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.EVT_BUTTON, self.on_remove, id=10) self.Bind(wx.EVT_BUTTON, self.on_add, id=20) self.Bind(wx.EVT_BUTTON, self.on_refresh_spells, id=30) self.grid.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) n_list = handler.master_dom._get_childNodes() self.n_list = n_list self.master_dom = handler.master_dom self.grid.CreateGrid(len(n_list),4,1) self.grid.SetRowLabelSize(0) self.grid.SetColLabelValue(0,"No.") self.grid.SetColLabelValue(1,"Lvl") self.grid.SetColLabelValue(2,"Spell") self.grid.SetColLabelValue(3,"Desc") for i in range(len(n_list)): self.refresh_row(i) self.temp_dom = None def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.grid.GetCellValue(row,col) if col == 0: self.n_list[row].setAttribute('memrz',value) def refresh_row(self,i): spell = self.n_list[i] memrz = spell.getAttribute('memrz') name = spell.getAttribute('name') type = spell.getAttribute('desc') level = spell.getAttribute('level') self.grid.SetCellValue(i,0,memrz) self.grid.SetCellValue(i,2,name) self.grid.SetReadOnly(i,2) self.grid.SetCellValue(i,3,type) self.grid.SetReadOnly(i,3) self.grid.SetCellValue(i,1,level) self.grid.SetReadOnly(i,1) def on_remove(self,evt): rows = self.grid.GetNumberRows() for i in range(rows): if self.grid.IsInSelection(i,0): self.grid.DeleteRows(i) self.master_dom.removeChild(self.n_list[i]) def on_add(self,evt): if not self.temp_dom: tmp = open(dir_struct["dnd3e"]+"dnd3edivine.xml","r") xml_dom = parseXml_with_dlg(self,tmp.read()) xml_dom = xml_dom._get_firstChild() tmp.close() self.temp_dom = xml_dom f_list = self.temp_dom.getElementsByTagName('gift') opts = [] #lvl = int(dnd3e_char_child.get_char_lvl('level')) #castlvl = lvl / 2 for f in f_list: spelllvl = f.getAttribute('level') #if spelllvl <= "1": # opts.append("(" + f.getAttribute('level') + ")" + f.getAttribute('name')) #else: # if eval('%d >= %s' %(castlvl, spelllvl)): opts.append("(" + f.getAttribute('level') + ")" + f.getAttribute('name')) dlg = wx.SingleChoiceDialog(self,'Choose Spell','Spells',opts) if dlg.ShowModal() == wx.ID_OK: i = dlg.GetSelection() new_node = self.master_dom.appendChild(f_list[i].cloneNode(False)) self.grid.AppendRows(1) self.n_list = self.master_dom.getElementsByTagName('gift') self.refresh_row(self.grid.GetNumberRows()-1) self.handler.refresh_spells() dlg.Destroy() def on_refresh_spells( self, evt ): f_list = self.master_dom.getElementsByTagName('gift') for spell in f_list: spell.setAttribute( 'used', '0' ) def on_size(self,event): s = self.GetClientSizeTuple() self.grid.SetDimensions(0,0,s[0],s[1]-25) self.sizer.SetDimension(0,s[1]-25,s[0],25) (w,h) = self.grid.GetClientSizeTuple() cols = self.grid.GetNumberCols() col_w = w/(cols) for i in range(0,cols): self.grid.SetColSize(i,col_w) self.grid.SetColSize(0,w * 0.10) self.grid.SetColSize(1,w * 0.10) self.grid.SetColSize(2,w * 0.30) self.grid.SetColSize(3,w * 0.50) def refresh_data(self): for i in range(len(self.n_list)): self.refresh_row(i) class dnd3epowers(snp_char_child): """ Node Handler for classes. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): snp_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5002 self.root.powers = self #a 1.6009 node_list = self.master_dom.getElementsByTagName( 'power' ) self.powers = {} tree = self.tree icons = self.tree.icons for n in node_list: name = n.getAttribute('name') self.powers[ name ] = n new_tree_node = tree.AppendItem( self.mytree_node, name, icons['gear'], icons['gear'] ) tree.SetPyData( new_tree_node, self ) def on_rclick( self, evt ): charNameL = self.root.general.charName #a f 1.5002 item = self.tree.GetSelection() name = self.tree.GetItemText( item ) charNameL = self.root.general.charName #a 1.5002 if item == self.mytree_node: dnd3e_char_child.on_ldclick( self, evt ) else: level = int(self.powers[ name ].getAttribute( 'level' )) descr = self.powers[ name ].getAttribute( 'desc' ) #use can be removed -mgt #use = self.powers[ name ].getAttribute( 'used' ) points = self.powers[ name ].getAttribute( 'point' ) #cpp and fre are strings without the eval -mgt cpp = eval(self.root.pp.get_char_pp('current1')) #a 1.5002 fre = eval(self.root.pp.get_char_pp('free')) #a 1.5002 if level == 0 and fre > 0: left = eval('%s - ( %s )' % ( fre, points )) numcast = eval('%s / %s' % (left, points)) if left < 0: #In theory you should never see this -mgt txt = ('%s doesnt have enough PowerPoints to use %s' % ( charNameL, name )) #a 1.5002 self.chat.ParsePost( txt, True, False ) else: txt = ('%s uses %s as a Free Talent ( level %s, "%s" )' % ( charNameL, name, level, descr )) #a 1.5002 self.chat.ParsePost( txt, True, False ) s = '' if left != 1: s = 's' txt = '%s has %d Free Talent%s left' % ( charNameL, numcast, s ) #a 1.5002 self.chat.ParsePost( txt, False, False ) self.root.pp.set_char_pp('free',left) #a 1.5002 else: left = eval('%s - ( %s )' % ( cpp, points )) #numcast = eval('%s / %s' % (left, points)) if left < 0: txt = '%s doesnt have enough PowerPoints to use %s' % ( charNameL, name ) #m 1.5002 self.chat.ParsePost( txt, True, False ) else: txt = '%s uses %s ( level %s, "%s" )' % ( charNameL, name, level, descr ) #m 1.5002 self.chat.ParsePost( txt, True, False ) s = '' if left != 1: s = 's' #numcast is meaningless here -mgt #txt = '%s can use %s %d more time%s' % ( charNameL, name, numcast, s ) #m 1.5002 #txt += ' - And has %d more PowerpointsP left' % (left) txt = '%s has %d more Powerpoint%s' % ( charNameL, left, s ) #m 1.5002 self.chat.ParsePost( txt, False, False ) self.root.pp.set_char_pp('current1',left) #a 1.5002 def refresh_powers(self): self.powers = {} tree = self.tree icons = self.tree.icons tree.CollapseAndReset(self.mytree_node) node_list = self.master_dom.getElementsByTagName('power') for n in node_list: name = n.getAttribute('name') new_tree_node = tree.AppendItem(self.mytree_node,name,icons['gear'],icons['gear']) tree.SetPyData(new_tree_node,self) self.powers[name]=n def get_design_panel(self,parent): wnd = outline_panel(parent,self,power_panel,"Powers") wnd.title = "Powers" return wnd def tohtml(self): html_str = "<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 ><th>Powers</th></tr><tr><td><br>" n_list = self.master_dom._get_childNodes() for n in n_list: html_str += "(" + n.getAttribute('level') + ") " + n.getAttribute('name')+ ", " html_str = html_str[:len(html_str)-2] + "</td></tr></table>" return html_str class power_panel(wx.Panel): def __init__(self, parent, handler): #m 1.5015 corrected typo, was Pionic. pname = handler.master_dom.setAttribute("name", 'Psionic Powers') self.hparent = handler #a 1.5002 allow ability to run up tree. In this #a 1.5002 case, we need the functional parent, not the invoking parent. self.root = getRoot(self) #a (debug) 1.5002,1.5014 wx.Panel.__init__(self, parent, -1) self.grid = wx.grid.Grid(self, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) self.handler = handler sizer = wx.BoxSizer(wx.VERTICAL) sizer.Add(self.grid, 1, wx.EXPAND) sizer1 = wx.BoxSizer(wx.HORIZONTAL) sizer1.Add(wx.Button(self, 10, "Remove Power"), 1, wx.EXPAND) sizer1.Add(wx.Size(10,10)) sizer1.Add(wx.Button(self, 20, "Add Power"), 1, wx.EXPAND) sizer1.Add(wx.Size(10,10)) sizer1.Add(wx.Button(self, 30, "Refresh Power"), 1, wx.EXPAND) sizer.Add(sizer1, 0, wx.EXPAND) self.sizer = sizer self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() #self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.EVT_BUTTON, self.on_remove, id=10) self.Bind(wx.EVT_BUTTON, self.on_add, id=20) self.Bind(wx.EVT_BUTTON, self.on_refresh_powers, id=30) self.grid.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) n_list = handler.master_dom._get_childNodes() self.n_list = n_list self.master_dom = handler.master_dom self.grid.CreateGrid(len(n_list),5,1) self.grid.SetRowLabelSize(0) self.grid.SetColLabelValue(0,"PP") self.grid.SetColLabelValue(1,"Lvl") self.grid.SetColLabelValue(2,"Power") self.grid.SetColLabelValue(3,"Desc") self.grid.SetColLabelValue(4,"Type") for i in range(len(n_list)): self.refresh_row(i) self.refresh_data() self.temp_dom = None def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.grid.GetCellValue(row,col) """if col == 0: self.n_list[row].setAttribute('memrz',value)""" def refresh_row(self,i): power = self.n_list[i] point = power.getAttribute('point') name = power.getAttribute('name') type = power.getAttribute('desc') test = power.getAttribute('test') level = power.getAttribute('level') self.grid.SetCellValue(i,0,point) self.grid.SetReadOnly(i,0) self.grid.SetCellValue(i,1,level) self.grid.SetReadOnly(i,1) self.grid.SetCellValue(i,2,name) self.grid.SetReadOnly(i,2) self.grid.SetCellValue(i,3,type) self.grid.SetReadOnly(i,3) self.grid.SetCellValue(i,4,test) self.grid.SetReadOnly(i,4) def on_remove(self,evt): rows = self.grid.GetNumberRows() for i in range(rows): if self.grid.IsInSelection(i,0): self.grid.DeleteRows(i) self.master_dom.removeChild(self.n_list[i]) def on_add(self,evt): if not self.temp_dom: tmp = open(dir_struct["dnd3e"]+"dnd3epowers.xml","r") xml_dom = parseXml_with_dlg(self,tmp.read()) xml_dom = xml_dom._get_firstChild() tmp.close() self.temp_dom = xml_dom f_list = self.temp_dom.getElementsByTagName('power') opts = [] #lvl = int(dnd3e_char_child.get_char_lvl('level')) #castlvl = lvl / 2 for f in f_list: spelllvl = f.getAttribute('level') #if spelllvl <= "1": # opts.append("(" + f.getAttribute('level') + ") - " + f.getAttribute('name') + " - " + f.getAttribute('test')) #else: # if eval('%d >= %s' %(castlvl, spelllvl)): opts.append("(" + f.getAttribute('level') + ") - " + f.getAttribute('name') + " - " + f.getAttribute('test')) dlg = wx.SingleChoiceDialog(self,'Choose Power','Powers',opts) if dlg.ShowModal() == wx.ID_OK: i = dlg.GetSelection() new_node = self.master_dom.appendChild(f_list[i].cloneNode(False)) self.grid.AppendRows(1) self.n_list = self.master_dom.getElementsByTagName('power') self.refresh_row(self.grid.GetNumberRows()-1) self.handler.refresh_powers() dlg.Destroy() def on_remove(self,evt): rows = self.grid.GetNumberRows() for i in range(rows): if self.grid.IsInSelection(i,0): self.grid.DeleteRows(i) self.master_dom.removeChild(self.n_list[i]) self.n_list = self.master_dom.getElementsByTagName('weapon') self.handler.refresh_powers() def on_refresh_powers( self, evt ): #a 1.5002,1.5014 s self.root.pp.set_char_pp('current1',self.root.pp.get_char_pp('max1')) self.root.pp.set_char_pp('free',self.root.pp.get_char_pp('maxfree')) #a 1.5002,1.5014 e def on_size(self,event): s = self.GetClientSizeTuple() self.grid.SetDimensions(0,0,s[0],s[1]-25) self.sizer.SetDimension(0,s[1]-25,s[0],25) (w,h) = self.grid.GetClientSizeTuple() cols = self.grid.GetNumberCols() col_w = w/(cols) for i in range(0,cols): self.grid.SetColSize(i,col_w) self.grid.SetColSize(0,w * 0.05) self.grid.SetColSize(1,w * 0.05) self.grid.SetColSize(2,w * 0.30) self.grid.SetColSize(3,w * 0.30) self.grid.SetColSize(4,w * 0.30) def refresh_data(self): for i in range(len(self.n_list)): self.refresh_row(i) class dnd3epp(snp_char_child): """ Node Handler for power points. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): snp_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) self.root.pp = self self.ppPanel=None def get_design_panel(self,parent): wnd = outline_panel(parent,self,pp_panel,"Power Points") wnd.title = "Power Points" return wnd def tohtml(self): html_str = "<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 >" #html_str += "<th colspan=8>Power Points</th></tr>" #d 1.6010 html_str += "<th colspan=7>Power Points</th>" #a 1.6010 #m 1.6010 rearanged everything below to "return html_str" html_str += "</tr><tr>" html_str += "<th colspan=2>Max:</th>" html_str += "<td>"+self.master_dom.getAttribute('max1')+"</td>" html_str += "<th colspan=3>Max Talents/day:</th>" html_str += "<td>"+self.master_dom.getAttribute('maxfree')+"</td>" html_str += "</tr><tr>" html_str += "<th colspan=2>Current:</th>" html_str += "<td>"+self.master_dom.getAttribute('current1')+"</td>" html_str += "<th colspan=3>Current Talents/day:</th>" html_str += "<td>"+self.master_dom.getAttribute('free')+"</td>" html_str += "</tr></table>" return html_str def get_char_pp( self, attr ): pp = self.master_dom.getAttribute(attr) #print "dnd3epp -get_char_pp: attr,pp",attr,pp return pp def set_char_pp( self, attr, evl ): qSub = str(evl) #a 1.5014 must force it to be a string for next call. self.master_dom.setAttribute(attr, qSub) #This function needs to be looked at the idea is to refresh the power panel #But it causes a seg fault when you refresh from powers -mgt #if self.ppPanel: #a 1.5015 # self.ppPanel.on_refresh(attr,qSub) #a 1.5015 class pp_panel(wx.Panel): def __init__(self, parent, handler): wx.Panel.__init__(self, parent, -1) self.hparent = handler #a 1.5002 allow ability to run up tree. #a 1.5002 we need the functional parent, not the invoking parent. self.hparent.ppPanel=self #a 1.5xx pname = handler.master_dom.setAttribute("name", 'PowerPoints') self.sizer = wx.FlexGridSizer(2, 4, 2, 2) # rows, cols, hgap, vgap self.master_dom = handler.master_dom self.static1= wx.StaticText(self, -1, "PP Current:") #a 1.5015 self.dyn1= wx.TextCtrl(self, PP_CUR, self.master_dom.getAttribute('current1')) #a 1.5015 self.dyn3= wx.TextCtrl(self, PP_FRE, self.master_dom.getAttribute('free')) #a 1.5015 # self.sizer.AddMany([ (wx.StaticText(self, -1, "PP Current:"), #d 1.5015 # 0, wx.ALIGN_CENTER_VERTICAL), # (wx.TextCtrl(self, PP_CUR, #d 1.5015 # self.master_dom.getAttribute('current1')), 0, wx.EXPAND), self.sizer.AddMany([ (self.static1, 0, wx.ALIGN_CENTER_VERTICAL), (self.dyn1, 0, wx.EXPAND), (wx.StaticText(self, -1, "PP Max:"), 0, wx.ALIGN_CENTER_VERTICAL), (wx.TextCtrl(self, PP_MAX, self.master_dom.getAttribute('max1')), 0, wx.EXPAND), (wx.StaticText(self, -1, "Current Free Talants per day:"), 0, wx.ALIGN_CENTER_VERTICAL), (self.dyn3, 0, wx.EXPAND), #a 1.5015 # (wx.TextCtrl(self, PP_FRE, # self.master_dom.getAttribute('free')), 0, wx.EXPAND),#d 1.5015 (wx.StaticText(self, -1, "Max Free Talants per day:"), 0, wx.ALIGN_CENTER_VERTICAL), (wx.TextCtrl(self, PP_MFRE, self.master_dom.getAttribute('maxfree')), 0, wx.EXPAND), ]) self.sizer.AddGrowableCol(1) self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() #self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.EVT_TEXT, self.on_text, id=PP_MAX) self.Bind(wx.EVT_TEXT, self.on_text, id=PP_CUR) self.Bind(wx.EVT_TEXT, self.on_text, id=PP_FRE) self.Bind(wx.EVT_TEXT, self.on_text, id=PP_MFRE) def on_text(self,evt): id = evt.GetId() if id == PP_CUR: self.master_dom.setAttribute('current1',evt.GetString()) elif id == PP_MAX: self.master_dom.setAttribute('max1',evt.GetString()) elif id == PP_FRE: self.master_dom.setAttribute('free',evt.GetString()) elif id == PP_MFRE: self.master_dom.setAttribute('maxfree',evt.GetString()) def on_size(self,evt): s = self.GetClientSizeTuple() self.sizer.SetDimension(0,0,s[0],s[1]) #a 5.015 this whole function. def on_refresh(self,attr,value): if attr == 'current1': self.dyn1.SetValue(value) else: self.dyn3.SetValue(value)