Mercurial > traipse
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 |
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## 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)