view orpg/dieroller/rollers/earthdawn.py @ 39:ed322725b928 ornery-orc tip

Traipse 'OpenRPG' {110114-00} Traipse is a distribution of OpenRPG that is designed to be easy to setup and go. Traipse also makes it easy for developers to work on code without fear of sacrifice. 'Ornery-Orc' continues the trend of 'Grumpy' and adds fixes to the code. 'Ornery-Orc's main goal is to offer more advanced features and enhance the productivity of the user. Update Summary (Closed) New Features: New to Map, can re-order Grid, Miniatures, and Whiteboard layer draw order New to Server GUI, can now clear log New Earthdawn Dieroller New IronClaw roller, sheet, and image New ShapeShifter PC Sheet Updates: Update to Warhammer PC Sheet. Rollers set as macros. Should work with little maintanence. Update to Browser Server window. Display rooms with ' " & cleaner Update to Server. Handles ' " & cleaner Update to Dieroller. Cleaner, more effecient expression system Update to Hidden Die plugin, allows for non standard dice rolls Update to location.py, allows for more portable references when starting Traipse Update to the Features node Fixes: Fix to InterParse that was causing an Infernal Loop with Namespace Internal Fix to XML data, removed old Minidom and switched to Element Tree Fix to Server that was causing eternal attempt to find a Server ID, in Register Rooms thread Fix to Server, removing wxPython dependencies where not needed Fix to metaservers.xml file not being created Fix to Single and Double quotes in Whiteboard text Fix to Background images not showing when using the Image Server Fix to Duplicate chat names appearing Fix to Server GUI's logging output Fix to FNB.COLORFUL_TABS bug Fix to Gametree for XSLT Sheets Fix to Gametree for locating gametree files Fix to Send to Chat from Gametree Fix to Gametree, renaming and remapping operates correctly Fix to aliaslib, prevents error caused when SafeHTML is sent None
author sirebral
date Fri, 14 Jan 2011 05:24:52 -0600
parents d02e9197c066
children
line wrap: on
line source

## A die roller as used by Earthdawn RPG
# Copyright (C) 2000-2010 The OpenRPG Project
#
#       owner@madmathlabs.com
#
# 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: earthdawn.py
# Author: Prof. Ebral, TaS (Traipse)
# Maintainer:
# Version:
#   $Id: earthdawn.py,v Traipse 'Ornery-Orc' prof.ebral Exp $
#
# Description: Earthdawn Die Roller
# Comissioned by Jacob H.
#


from std import std
import random
from orpg.dieroller.base import *

class earthdawn(std):
    name = "earthdawn"
    regExpression = "[a-zA-Z]+([0-9]+/[0-9]+|[0-9]+)"

    def __init__(self, source=[]):
        std.__init__(self, source)
        self.successLevels = self.buildLevels()

    def non_stdDie(self, match):
        s = match.group(0)
        if s[:4] == 'step' or s[:1] == 's':
            dice = s.lower().split('step')
            rollType = 'Step'
            if len(dice) == 1: dice = s.lower().split('s')
            try: step, vs = dice[1].split('/')
            except: step, vs = dice[1], 0
            stepRoll = self.stepAlgorithm(step)
        elif s[:5] == 'karma' or s[:1] == 'k':
            dice = s.lower().split('karma')
            rollType = 'Karma'
            if len(dice) == 1: dice = s.lower().split('k')
            step, vs = dice[1], 0
            stepRoll = self.stepAlgorithm(step)
        elif s[:4] == 'test' or s[:1] == 't':
            dice = s.lower().split('test')
            rollType = 'Test'
            if len(dice) == 1: dice = s.lower().split('t')
            try: step, vs = dice[1].split('/')
            except: return
            return self.successTest(step, vs)
        return self.finalize(step, stepRoll, vs, rollType)

    def rollDice(self, dice, facets):
        rolls = []
        for x in range(0, dice):
            roll = self.roll(facets)
            while roll >= facets:
                rolls.append(roll)
                roll = self.roll(facets)
            rolls.append(roll)
        return rolls

    def roll(self, facets):
        return int(random.uniform(1, facets+1))

    def stepAlgorithm(self, stepRoll):
        if stepRoll == 0: return 0
        oneTothree = {'1': -3, '2': -2, '3': -1}
        if oneTothree.has_key(stepRoll): 
            dieList = self.rollDice(1, 6)
            dieList[0] += oneTothree[stepRoll]
            return dieList
        stepRoll = int(stepRoll)-3; self.dieList = []
        for step in xrange(0, stepRoll): self.stepIncrease()
        d6s = 0; d8s = 0; d10s = 0; d12s = 0
        dieList = []
        for die in self.dieList:
            if die == 6: d6s += 1 
            if die == 8: d8s += 1
            if die == 10: d10s += 1
            if die == 12: d12s += 1
        if d6s!= 0: d6s = self.rollDice(d6s, 6); dieList += d6s
        if d8s!= 0: d8s = self.rollDice(d8s, 8); dieList += d8s
        if d10s!= 0: d10s = self.rollDice(d10s, 10); dieList += d10s
        if d12s!= 0: d12s = self.rollDice(d12s, 12); dieList += d12s
        return dieList

    def stepIncrease(self):
        lowDie = 12
        if len(self.dieList) == 0: self.dieList.append(6); return
        for splitDie in self.dieList:
            if splitDie < lowDie: lowDie = splitDie
        if lowDie == 12: self.dieList[self.dieList.index(lowDie)] = 6; self.dieList.append(6); return
        else: self.dieList[self.dieList.index(lowDie)] += 2; return

    def successLevel(self, level, vs):
        index = 0
        successLevels = self.successLevels[int(vs)]
        for success in successLevels:
            if level > success: index = successLevels.index(success)+1
            elif level == success: index = successLevels.index(success)
        if index == 0: return 'Pathetic'
        if index == 1: return 'Poor'
        if index == 2: return 'Average'
        if index == 3: return 'Good'
        if index == 4: return 'Excellent'
        if index >= 5: return 'Extraordinary'

    def successTest(self, stepTotal, vs):
        myStr = '<b>Success Test: </b> ' +stepTotal+ ' vs. ' +vs
        successLevel = self.successLevel(int(stepTotal), int(vs))
        myStr += '= ' +successLevel
        return myStr

    def finalize(self, step, stepRoll, vs, rollType):
        myStr = '<b>' +rollType+' Roll: </b>' +step
        if vs != 0: myStr += ' vs. ' +vs
        myStr += ' => ' +str(stepRoll)+ ' (Total: '
        stepTotal = 0
        for step in stepRoll: stepTotal += step
        myStr += str(stepTotal)
        if vs != 0:
            myStr += ' vs. ' +str(vs)
            successLevel = self.successLevel(stepTotal, vs)
            myStr += ') ' +successLevel
        else: myStr += ')'
        return myStr

    def buildLevels(self):
        successLevels = {
        2: [0, 1, 4, 6, 8, 9], 3: [0, 2, 5, 7, 9, 10], 4: [0, 3, 6, 9, 11, 12], 
        5: [1, 4, 7, 10, 13, 14], 6: [1, 5, 8, 12, 16, 17], 7: [2, 6, 10, 14, 18, 19], 
        8: [3, 7, 12, 15, 19, 20], 9: [4, 8, 14, 17, 21, 22], 10: [5, 9, 15, 19, 22, 23], 
        11: [5, 10, 16, 20, 24, 25], 12: [6, 11, 17, 22, 26, 27], 13: [6, 12, 19, 24, 28, 29], 
        14: [7, 13, 20, 25, 30, 31], 15: [8, 14, 22, 26, 30, 31], 16: [9, 15, 23, 27, 32, 33], 
        17: [10, 16, 24, 29, 33, 34], 18: [11, 17, 25, 30, 35, 36], 19: [11, 18, 27, 32, 36, 37], 
        20: [12, 19, 28, 33, 38, 39], 21: [13, 20, 29, 35, 40, 41], 22: [14, 21, 30, 36, 41, 42], 
        23: [15, 22, 32, 37, 42, 43], 24: [15, 23, 33, 38, 43, 44], 25: [16, 24, 34, 40, 45, 46], 
        26: [17, 25, 35, 41, 46, 47], 27: [18, 26, 36, 42, 48, 49], 28: [18, 27, 38, 44, 49, 50], 
        29: [20, 28, 39, 45, 50, 51], 30: [20, 29, 40, 46, 52, 53], 31: [21, 30, 41, 47, 53, 54], 
        32: [22, 31, 42, 48, 54, 55], 33: [23, 32, 44, 50, 56, 57], 34: [23, 33, 45, 51, 57, 58], 
        35: [24, 34, 46, 52, 59, 60], 36: [25, 35, 47, 53, 59, 60], 37: [26, 36, 48, 55, 61, 62], 
        38: [27, 37, 50, 56, 62, 63], 39: [28, 38, 51, 57, 63, 64], 40: [29, 39, 52, 58, 65, 66], 
        41: [28, 40, 52, 60, 70, 71], 42: [29, 41, 53, 61, 71, 72], 43: [30, 42, 54, 63, 72, 73], 
        44: [31, 43, 55, 64, 74, 75], 45: [31, 44, 57, 66, 76, 77]
                        }
        return successLevels

die_rollers.register(earthdawn)