Mercurial > traipse
view orpg/tools/InterParse.py @ 28:ff154cf3350c ornery-orc
Traipse 'OpenRPG' {100203-00}
Traipse is a distribution of OpenRPG that is designed to be easy to
setup and go. Traipse also makes it easy for developers to work on code
without fear of sacrifice. 'Ornery-Orc' continues the trend of 'Grumpy'
and adds fixes to the code. 'Ornery-Orc's main goal is to offer more
advanced features and enhance the productivity of the user.
Update Summary (Stable)
New Features:
New Bookmarks Feature
New 'boot' command to remote admin
New confirmation window for sent nodes
Miniatures Layer pop up box allows users to turn off Mini labels, from
FlexiRPG
New Zoom Mouse plugin added
New Images added to Plugin UI
Switching to Element Tree
New Map efficiency, from FlexiRPG
New Status Bar to Update Manager
New TrueDebug Class in orpg_log (See documentation for usage)
New Portable Mercurial
New Tip of the Day, from Core and community
New Reference Syntax added for custom PC sheets
New Child Reference for gametree
New Parent Reference for gametree
New Gametree Recursion method, mapping, context sensitivity, and
effeciency..
New Features node with bonus nodes and Node Referencing help added
New Dieroller structure from Core
New DieRoller portability for odd Dice
New 7th Sea die roller; ie [7k3] = [7d10.takeHighest(3).open(10)]
New 'Mythos' System die roller added
New vs. die roller method for WoD; ie [3v3] = [3d10.vs(3)]. Included for
Mythos roller also
New Warhammer FRPG Die Roller (Special thanks to Puu-san for the
support)
New EZ_Tree Reference system. Push a button, Traipse the tree, get a
reference (Beta!)
New Grids act more like Spreadsheets in Use mode, with Auto Calc
Fixes:
Fix to allow for portability to an OpenSUSE linux OS
Fix to mplay_client for Fedora and OpenSUSE
Fix to Text based Server
Fix to Remote Admin Commands
Fix to Pretty Print, from Core
Fix to Splitter Nodes not being created
Fix to massive amounts of images loading, from Core
Fix to Map from gametree not showing to all clients
Fix to gametree about menus
Fix to Password Manager check on startup
Fix to PC Sheets from tool nodes. They now use the tabber_panel
Fix to Whiteboard ID to prevent random line or text deleting.
Fixes to Server, Remote Server, and Server GUI
Fix to Update Manager; cleaner clode for saved repositories
Fixes made to Settings Panel and now reactive settings when Ok is
pressed
Fixes to Alternity roller's attack roll. Uses a simple Tuple instead of
a Splice
Fix to Use panel of Forms and Tabbers. Now longer enters design mode
Fix made Image Fetching. New fetching image and new failed image
Fix to whiteboard ID's to prevent non updated clients from ruining the
fix.
default_manifest.xml renamed to default_upmana.xml
author | sirebral |
---|---|
date | Wed, 03 Feb 2010 22:16:49 -0600 |
parents | |
children | 8e77f169f324 |
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from orpg.orpgCore import component import re from orpg.tools.orpg_log import logger from wx import TextEntryDialog, ID_OK class InterParse(): def __init__(self): pass def Post(self, s, send=False, myself=False): s = self.Normalize(s) component.get('chat').set_colors() component.get('chat').Post(s, send, myself) def Normalize(self, s): for plugin_fname in component.get('chat').activeplugins.keys(): plugin = component.get('chat').activeplugins[plugin_fname] try: s = plugin.pre_parse(s) except Exception, e: if str(e) != "'module' object has no attribute 'post_msg'": logger.general(traceback.format_exc()) logger.general("EXCEPTION: " + str(e)) if component.get('chat').parsed == 0: s = self.Node(s) s = self.Dice(s) s = self.Filter(s) component.get('chat').parsed = 1 return s def Filter(self, s): s = component.get('chat').GetFilteredText(s) return s def Node(self, s): """Parses player input for embedded nodes rolls""" cur_loc = 0 #[a-zA-Z0-9 _\-\.] reg = re.compile("(!@(.*?)@!)") matches = reg.findall(s) for i in xrange(0,len(matches)): newstr = self.Node(self.resolve_nodes(matches[i][1])) s = s.replace(matches[i][0], newstr, 1) return s def Dice(self, s): """Parses player input for embedded dice rolls""" reg = re.compile("\[([^]]*?)\]") matches = reg.findall(s) for i in xrange(0,len(matches)): newstr = self.Unknown(matches[i]) qmode = 0 newstr1 = newstr if newstr[0].lower() == 'q': newstr = newstr[1:] qmode = 1 if newstr[0].lower() == '#': newstr = newstr[1:] qmode = 2 try: newstr = component.get('DiceManager').proccessRoll(newstr) except: pass if qmode == 1: s = s.replace("[" + matches[i] + "]", "<!-- Official Roll [" + newstr1 + "] => " + newstr + "-->" + newstr, 1) elif qmode == 2: s = s.replace("[" + matches[i] + "]", newstr[len(newstr)-2:-1], 1) else: s = s.replace("[" + matches[i] + "]", "[" + newstr1 + "<!-- Official Roll -->] => " + newstr, 1) return s def Unknown(self, s): # Uses a tuple. Usage: ?Label}dY. If no Label is assigned then use ?}DY newstr = "0" reg = re.compile("(\?\{*)([a-zA-Z ]*)(\}*)") matches = reg.findall(s) for i in xrange(0,len(matches)): lb = "Replace '?' with: " if len(matches[i][0]): lb = matches[i][1] + "?: " dlg = TextEntryDialog(self, lb, "Missing Value?") dlg.SetValue('') if matches[i][0] != '': dlg.SetTitle("Enter Value for " + matches[i][1]) if dlg.ShowModal() == ID_OK: newstr = dlg.GetValue() if newstr == '': newstr = '0' s = s.replace(matches[i][0], newstr, 1).replace(matches[i][1], '', 1).replace(matches[i][2], '', 1) dlg.Destroy() return s def NodeMap(self, s, node): """Parses player input for embedded nodes rolls""" cur_loc = 0 reg = re.compile("(!!(.*?)!!)") matches = reg.findall(s) for i in xrange(0,len(matches)): tree_map = node.get('map') tree_map = tree_map + '::' + matches[i][1] newstr = '!@'+ tree_map +'@!' s = s.replace(matches[i][0], newstr, 1) s = self.Node(s) s = self.NodeParent(s, tree_map) return s def NodeParent(self, s, tree_map): """Parses player input for embedded nodes rolls""" cur_loc = 0 reg = re.compile("(!#(.*?)#!)") matches = reg.findall(s) for i in xrange(0,len(matches)): ## Build the new tree_map new_map = tree_map.split('::') del new_map[len(new_map)-1] parent_map = matches[i][1].split('::') ## Backwards Reference the Parent Children child_node = self.get_node('::'.join(new_map)) newstr = self.get_root(child_node, tree_map, new_map, parent_map) s = s.replace(matches[i][0], newstr, 1) s = self.Node(s) return s def get_root(self, child_node, tree_map, new_map, parent_map): if child_node == 'Invalid Reference!': return child_node roots = child_node.getchildren(); tr = tree_map.split('::') newstr = '' for root in roots: try: t = new_map.index(root.get('name')) except: t = 1 if parent_map[0] == root.get('name'): newstr = '!@' + '::'.join(new_map[:len(tr)-t]) + '::' + '::'.join(parent_map) + '@!' if newstr != '': return newstr else: del new_map[len(new_map)-1] child_node = self.get_node('::'.join(new_map)) newstr = self.get_root(child_node, tree_map, new_map, parent_map) return newstr def get_node(self, s): return_node = 'Invalid Reference!' value = "" path = s.split('::') depth = len(path) try: node = component.get('tree').tree_map[path[0]]['node'] except Exception, e: return return_node return_node = self.resolve_get_loop(node, path, 1, depth) return return_node def resolve_get_loop(self, node, path, step, depth): if step == depth: return node else: child_list = node.findall('nodehandler') for child in child_list: if step == depth: break if child.get('name') == path[step]: node = self.resolve_get_loop(child, path, step+1, depth) return node def resolve_nodes(self, s): self.passed = False string = 'Invalid Reference!' value = "" path = s.split('::') depth = len(path) try: node = component.get('tree').tree_map[path[0]]['node'] except Exception, e: return string if node.get('class') in ('dnd35char_handler', "SWd20char_handler", "d20char_handler", "dnd3echar_handler"): string = self.resolve_cust_loop(node, path, 1, depth) elif node.get('class') == 'rpg_grid_handler': self.resolve_grid(node, path, 1, depth) else: string = self.resolve_loop(node, path, 1, depth) return string def resolve_loop(self, node, path, step, depth): if step == depth: return self.resolution(node) else: child_list = node.findall('nodehandler') for child in child_list: if step == depth: break if child.get('name') == path[step]: node = child step += 1 if node.get('class') in ('dnd35char_handler', "SWd20char_handler", "d20char_handler", "dnd3echar_handler"): string = self.resolve_cust_loop(node, path, step, depth) elif node.get('class') == 'rpg_grid_handler': string = self.resolve_grid(node, path, step, depth) else: string = self.resolve_loop(node, path, step, depth) return string def resolution(self, node): if self.passed == False: self.passed = True if node.get('class') == 'textctrl_handler': s = str(node.find('text').text) else: s = 'Nodehandler for '+ node.get('class') + ' not done!' or 'Invalid Reference!' else: s = '' s = self.NodeMap(s, node) s = self.NodeParent(s, node.get('map')) return s def resolve_grid(self, node, path, step, depth): if step == depth: return 'Invalid Grid Reference!' cell = tuple(path[step].strip('(').strip(')').split(',')) grid = node.find('grid') rows = grid.findall('row') col = rows[int(self.Dice(cell[0]))-1].findall('cell') try: s = self.NodeMap(col[int(self.Dice(cell[1]))-1].text, node) or 'No Cell Data' except: s = 'Invalid Grid Reference!' return s def resolve_cust_loop(self, node, path, step, depth): s = 'Invalid Reference!' node_class = node.get('class') ## Code needs clean up. Either choose .lower() or .title(), then reset the path list's content ## if step == depth: self.resolution(node) ##Build Abilities dictionary## if node_class not in ('d20char_handler', "SWd20char_handler"): ab = node.find('character').find('abilities') else: ab = node.find('abilities') ab_list = ab.findall('stat'); pc_stats = {} for ability in ab_list: pc_stats[ability.get('name')] = ( str(ability.get('base')), str((int(ability.get('base'))-10)/2) ) pc_stats[ability.get('abbr')] = ( str(ability.get('base')), str((int(ability.get('base'))-10)/2) ) if node_class not in ('d20char_handler', "SWd20char_handler"): ab = node.find('character').find('saves') else: ab = node.find('saves') ab_list = ab.findall('save') for save in ab_list: pc_stats[save.get('name')] = (str(save.get('base')), str(int(save.get('magmod')) + int(save.get('miscmod')) + int(pc_stats[save.get('stat')][1]) ) ) if save.get('name') == 'Fortitude': abbr = 'Fort' if save.get('name') == 'Reflex': abbr = 'Ref' if save.get('name') == 'Will': abbr = 'Will' pc_stats[abbr] = ( str(save.get('base')), str(int(save.get('magmod')) + int(save.get('miscmod')) + int(pc_stats[save.get('stat')][1]) ) ) if path[step].lower() == 'skill': if node_class not in ('d20char_handler', "SWd20char_handler"): node = node.find('snf') node = node.find('skills') child_list = node.findall('skill') for child in child_list: if path[step+1].lower() == child.get('name').lower(): if step+2 == depth: s = child.get('rank') elif path[step+2].lower() == 'check': s = '<b>Skill Check:</b> ' + child.get('name') + ' [1d20+'+str( int(child.get('rank')) + int(pc_stats[child.get('stat')][1]) )+']' return s if path[step].lower() == 'feat': if node_class not in ('d20char_handler', "SWd20char_handler"): node = node.find('snf') node = node.find('feats') child_list = node.findall('feat') for child in child_list: if path[step+1].lower() == child.get('name').lower(): if step+2 == depth: s = '<b>'+child.get('name')+'</b>'+': '+child.get('desc') return s if path[step].lower() == 'cast': if node_class not in ('d20char_handler', "SWd20char_handler"): node = node.find('snp') node = node.find('spells') child_list = node.findall('spell') for child in child_list: if path[step+1].lower() == child.get('name').lower(): if step+2 == depth: s = '<b>'+child.get('name')+'</b>'+': '+child.get('desc') return s if path[step].lower() == 'attack': if node_class not in ('d20char_handler', "SWd20char_handler"): node = node.find('combat') if path[step+1].lower() == 'melee' or path[step+1].lower() == 'm': bonus_text = '(Melee)' bonus = node.find('attacks') bonus = bonus.find('melee') bonus = bonus.attrib; d = int(pc_stats['Str'][1]) elif path[step+1].lower() == 'ranged' or path[step+1].lower() == 'r': bonus_text = '(Ranged)' bonus = node.find('attacks') bonus = bonus.find('ranged') bonus = bonus.attrib; d = int(pc_stats['Dex'][1]) for b in bonus: d += int(bonus[b]) bonus = str(d) if path[step+2] == None: s= bonus else: weapons = node.find('attacks') weapons = weapons.findall('weapon') for child in weapons: if path[step+2].lower() == child.get('name').lower(): s = '<b>Attack: '+bonus_text+'</b> '+child.get('name')+' [1d20+'+bonus+'] ' + 'Damage: ['+child.get('damage')+']' return s elif pc_stats.has_key(path[step].title()): if step+1 == depth: s = pc_stats[path[step].title()][0] + ' +('+pc_stats[path[step].title()][1]+')' elif path[step+1].title() == 'Mod': s = pc_stats[path[step].title()][1] elif path[step+1].title() == 'Check': s = '<b>'+path[step].title()+' Check:</b> [1d20+'+str(pc_stats[path[step].title()][1])+']' return s return s Parse = InterParse()