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plugin.py
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plugin.py
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###
# coding=UTF-8
# Copyright (c) 2013, Ashley Davis (ashley@airsi.de)
# http://kittyanarchy.net/ http://airsi.de/
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are met:
#
# * Redistributions of source code must retain the above copyright notice,
# this list of conditions, and the following disclaimer.
# * Redistributions in binary form must reproduce the above copyright notice,
# this list of conditions, and the following disclaimer in the
# documentation and/or other materials provided with the distribution.
# * Neither the name of the author of this software nor the name of
# contributors to this software may be used to endorse or promote products
# derived from this software without specific prior written consent.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
# AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
# IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
# ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
# LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
# CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
# SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
# INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
# CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
# ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
# POSSIBILITY OF SUCH DAMAGE.
###
import supybot.utils as utils
from supybot.commands import *
import supybot.plugins as plugins
import supybot.ircutils as ircutils
import supybot.callbacks as callbacks
from random import randint
from itertools import repeat
import re,string
class RPGDice(callbacks.Plugin):
"""A plugin that rolls various dice sets for pen-and-pad roleplaying
games. Has three commands: 'ore' for one-roll engine, 'owod' for old
World of Darkness, and 'dh' for Dark Heresy."""
####
## Some utility functions
####
def rollDice(self, sides, num):
'''Rolls {num} dice of {sides} sides.'''
#make sure we need to roll multiple dice
if num>1:
#initialize the list that will hold the rolled dice
ret=[]
#iterate without bothering to hold the iterator's current value
for _ in repeat(None, num):
#roll the die
x = randint(1,sides)
#add the die to the list
ret+=[x]
#sort the list from low to high, prettier
ret.sort() # in-place
#roll just one die
else:
#roll the die
ret = [randint(1,sides),]
return ret
def insert(self, src, new, pos):
'''Inserts new inside src at pos.'''
return src[:pos] + new + src[pos:]
def optTxt(self,num,pre="",post=""):
'''Returns a number if it exists, with optional pre- and post- text
formatting.'''
txt=""
if num:
if pre: txt+="%s"%pre
txt+="%s"%num
if post: txt+="%s"%post
return txt
def sRep(self,arr):
'''Returns the list or tuple as a comma delimited string.'''
return ', '.join(str(x) for x in arr)
####
## Engine-specific functions
####
#one-roll engine helper function(s)
def matchORE(self, arr):
'''Finds and returns the number of ORE-style matches in {arr}.'''
#initialize our string
ret=""
#check matches for each number 1-10
for x in xrange(1,11):
#count how many times {x} is found
y = arr.count(x)
#if {x} is found more than once...
if arr.count(x)>1:
#add how many times we found {x} to our list formatted
ret+="%sx%s, "%(y,x)
#trim off the trailing comma
if ret: ret=ret[0:-2]
return ret
#old world of darkness helper function(s)
def matchOWOD(self,arr,diff):
'''Finds and returns the number of times a die >= {diff} is found
in {arr}.'''
#initialize our counter
y=0
#if there's only one number, rather than a list...
if type(arr) is int:
#...then we just need to check if that one is a hit.
if arr >= diff: return 1
else: return 0
#check each die side from our difficulty to a max of 10
for x in xrange(diff,11):
#if we found at least one match...
if arr.count(x):
#...add how many times we found that die side
y+=arr.count(x)
return y
#dark heresy helper function(s)
def matchDH(self,roll):
'''Matches percentile rolls to their corresponding hit box, and
returns the box that was hit.'''
#reverse the number rolled as a string,
#then force it back to int
hit=int(str(roll)[::-1])
#find where the hit landed
if hit <= 10:
return "Head"
elif hit <= 20:
return "Right Arm"
elif hit <=30:
return "Left Arm"
elif hit <=70:
return "Body"
elif hit <=85:
return "Right Leg"
elif hit <=100:
return "Left Leg"
def nextHit(self,hit,deg):
'''Calculates where additional hits past the second land according
to the official hit table.'''
#initialize our string to return
hits=""
#how many hits to calculate
#degrees minus the two already determined.
calcs=deg-2
#hit tables
if "Head" in hit: hitList=("Arm","Body","Arm","Body")
elif "Arm" in hit: hitList=("Body","Head","Body","Arm")
elif "Body" in hit: hitList=("Arm","Head","Arm","Body")
elif "Leg" in hit: hitList=("Body","Arm","Head","Body")
#calculate each hit, but use indicies for our hitlists.
#calcs will be at least 0, so need to add 1
for x in xrange(0,calcs+1):
#third, fourth, fifth hits as indicies.
if x < 3:
hits+=", %s"%hitList[x]
#sixth hit, no further hits
elif x==calcs==3:
hits+=", %s"%hitList[3]
#sixth hit, more hits.
else:
#calc as fourth hit in table, index 3
hits+=", %sx%s"%(hitList[3],calcs-2)
#break so further hits aren't calculated.
break
return hits
def isValidKind(self,kind):
'''Checks to see if {str} is a valid attack kind.'''
if self.isValidRanged(kind) or self.isValidMelee(kind):
return True
else: return False
def isValidRanged(self,kind):
'''Checks to see if {kind} is a valid ranged attack kind.'''
rangedList=("auto","semi")
return kind in rangedList
def isValidMelee(self,kind):
'''Checks to see if {kind} is a valid melee attack kind.'''
meleeList=()
return kind in meleeList
####
## Commands
####
## Dark Heresy
# 'dh'
def dh(self,irc,msg,args,test,rest):
""" <test> [<kind>] [<note>]
-- Rolls a d100 and returns the result, and whether or not the roll
was successful. You may optionally add a note."""
kind=None
note=False
##TODO: parse {rest} to find {kind} and {note}
if rest:
restSplit=rest.split(' ')
if self.isValidKind(restSplit[0]):
kind=restSplit[0]
note=' '.join(restSplit[1:])
else:
note=rest
##TODO: error checking will go here
if test > 300 or test < 1:
irc.error("You must roll a difficulty between 1 and 300")
return
#roll against a d%
roll=self.rollDice(100,1)[0]
#initialize our reply string
reply=""
#first we check if the attack was ranged,
#and if so whether or not the weapon jams.
if roll >= 96 and self.isValidRanged(kind):
reply="your weapon jams! (reroll if using unjammable weapon)"
#check if the roll was a critfail.
elif roll == 100:
reply="a critical failure!"
#finally we check if the roll was successful (roll<=test)
elif roll <= test:
#calculate degrees of success
degrees=(test-roll)/10
#add formatted success message to our reply string
reply+="a success%s!"%self.optTxt(degrees,pre=" by ",post="°")
#if we didn't succeed, jam, or critfail then we were unsuccessful
else:
#calculate degrees of success
degrees=(roll-test)/10
#add formatted failure message to our reply string
reply+="unsuccessful%s."%self.optTxt(degrees,pre=" by ",post="°")
#add the actual roll to our reply.
reply+=" [%s]"%roll
#check if an attack kind was specified and valid
if kind:
#make sure the combat hit was successful
if "unsuccess" not in reply:
#change reply to reflect combat mode
reply=self.insert(reply,"ful hit",9)
#ranged weapon firing mode
if kind=="auto" or kind=="semi":
#in semi mode, need two degrees per extra hit
if kind=="semi": degrees=degrees/2
#{hits} holds our hit location string
#{first} holds the primary target determined by roll
first=hits=self.matchDH(roll)
#if we have any degrees, determine additional hits
if degrees:
if degrees>1:
#second hit always matches the first.
hits+=", %s"%hits
#third hit onward is determined with nextHit()
if degrees>2:
#we will pass the first hit and the number of
#degrees to calculate. this number will be 2+
hits+=self.nextHit(first,degrees)
#add the hits to our reply string
reply+=" (%s)"%hits
#if there is a note, we will add it here
if note: reply+=" (%s)"%note
#send the finalized reply
irc.reply("%s: %s"%(msg.nick,reply))
dh = wrap(dh, ['int',
optional('text')
])
## Old World of Darkness
# owod
def owod(self,irc,msg,args,pool,diff,note):
""" <number of dice> [<difficulty=6>] [<note>]
-- Rolls d10's and returns the results, and whether or not the roll
was successful. Can add a note optionally after your dice."""
##(user) rolls (rolls) to (note). (N successes|failure|botch!)
##Luna rolls 1,2,3,4,7,8 to summon evil things. (2 successes)
##Luna rolls 1,3,3 to pick the lock. (botch!)
#start with error checking.
if pool > 20 or pool < 1:
irc.error("You must roll between 1 and 20 dice.")
else:
if diff == 1:
if pool > 1: times=pool
else: times=""
reply="Somehow, against all odds, in a true show of epic talent, you manage to succeed%s."%self.optTxt(times," "," times")
action=False
elif diff > 10:
reply="You fail. Probably because you're too stupid to even know how many sides a d10 has."
action=False
else:
#error checking complete, time to make the roll.
rolls = self.rollDice(10,pool)
if not diff: diff=6
match = self.matchOWOD(rolls,diff)
if match == 1:
result="1 success"
elif match > 1:
result="%s successes"%match
elif not match and 1 in rolls:
result="botch!"
else:
result="failure"
reply="rolls %s"%self.sRep(rolls)
if note:
reply+=" to %s."%note
reply+=" (%s)"%result
action=True
irc.reply(reply, action=action)
owod = wrap(owod, ['int',
optional('int'),
optional('text')
])
def ore(self,irc,msg,args,num,call,expert,text):
""" <number of dice> [<called>] [<expert>] [<note>]
-- Rolls d10's and returns the results, including any pairs.
Can add a note optionally after your dice. """
if (num > 10) or (num < 1):
irc.error("You must roll between 1 and 10 dice.")
else:
if not text: text=""
arr=self.rollDice(10,num)
##parse text for calls and/or expert dice.
#first look for exactly one call
if text and call: text+=", "
if call:
if 10 < call > 1:
irc.error("They're d10s, you idiot. You can't call a side that doesn't exist.")
return
else:
arr+=[call]
text+="called:%s"%call
if text and expert: text+=", "
if expert: arr+=[expert];text+="expert:%s"%expert
match=self.matchORE(arr)
reply="%s: %s"%(match,str(arr))
if text:
reply+=" (%s)"%text
irc.reply(reply)
ore = wrap(ore, ['int',
optional('int'),
optional('int'),
optional('text')
])
Class = RPGDice
# vim:set shiftwidth=4 softtabstop=4 expandtab textwidth=79: