コード例 #1
0
 def do_roll(self, stat=None, skill=None, difficulty=15):
     """Performs and records a roll for this action."""
     from world.roll import Roll
     roll = Roll(self.character, stat=stat, skill=skill, difficulty=difficulty, quiet=False,
                 flat_modifier=self.state.special_roll_modifier)
     roll.roll()
     self.roll = roll
コード例 #2
0
 def roll_attack(self, target, penalty=0):
     """
     Returns our roll to hit with an attack. Half of our roll is randomized.
     """
     autohit = self.damage is not None
     diff = 2  # base difficulty before mods
     penalty -= self.atk_modifiers
     diff += penalty
     diff += self.difficulty_mod
     if not autohit:
         roll = do_dice_check(self.attacker, stat=self.attack_stat, skill=self.attack_skill,
                              difficulty=diff)
     else:
         roll_object = Roll()
         roll_object.character_name = self.attacker_name
         if self.attack_skill:
             roll_object.skills = {self.attack_skill: self.attack_skill_value}
         else:
             roll_object.stat_keep = True
             roll_object.skill_keep = False
         roll_object.stats = {self.attack_stat: self.attack_stat_value}
         roll = roll_object.roll()
     if self.attacker_is_npc:
         roll = self.modify_difficulty_by_risk(roll)
     if roll > 2:
         roll = (roll//2) + randint(0, (roll//2))
     if not autohit:
         roll += self.get_modifier(target, RollModifier.ATTACK)
     return roll
コード例 #3
0
    def _send_quiet_roll_msg(self):
        """
        Notifies all staff and specified player(s) in the room of the result
        of the roll.
        """

        namelist = []
        roll_msg = "|w[Private Roll]|n " + Roll.build_msg(
            self.caller.ndb.last_roll)
        if self.rhs.lower() in (
                "me",
                "self",
                str(self.caller).lower(),
                str(self.caller.key).lower(),
        ):
            namelist.append("self-only")
        else:  # send roll message to each recipient
            for name in self.rhs.split(","):
                recipient = self.caller.search(name.strip(), use_nicks=True)
                if recipient:
                    namelist.append(name.strip())
                    recipient.msg(roll_msg, options={"roll": True})
        roll_msg += " (Shared with: %s)" % ", ".join(namelist)
        self.caller.msg(roll_msg, options={"roll": True})
        # GMs always get to see rolls.
        staff_list = [
            x for x in self.caller.location.contents
            if x.check_permstring("Builders")
        ]
        for gm in staff_list:
            gm.msg(roll_msg, options={"roll": True})
コード例 #4
0
 def func(self):
     maximum_difference = 100
     crit = "can_crit" in self.switches
     flub = "flub" in self.switches
     roll = Roll(
         can_crit=crit,
         quiet=False,
         announce_room=self.caller.location,
         announce_values=True,
         flub=flub,
     )
     try:
         # rest of the command here. PS, I love you. <3
         # checks to see if difficulty exists. PPS Love you too!
         args_list = self.args.lower().split(" at ")
         if len(args_list) > 1:
             if (not args_list[1].isdigit()
                     or not 0 < int(args_list[1]) < maximum_difference):
                 self.msg("Difficulty must be a number between 1 and %s." %
                          maximum_difference)
                 return
             difficulty = int(args_list[1])
             roll.difficulty = difficulty
         # 'args' here is the remainder after difficulty was split away.
         # it is not self.args
         args = args_list[0]
         other_list = args.split("+")
         if len(other_list) > 1:
             skilltup = self.get_value_pair(other_list[1])
             if not skilltup:
                 return
             roll.skills = {skilltup[0]: skilltup[1]}
         else:
             roll.stat_keep = True
             roll.skill_keep = False
         stattup = self.get_value_pair(other_list[0])
         if not stattup:
             return
         roll.stats = {stattup[0]: stattup[1]}
         roll.character_name = "%s GM Roll" % self.caller
         # Just so you know, you are beautiful and I love you. <3
         roll.roll()
     except IndexError:
         self.msg(
             "usage: @gmcheck <stat>/<value>[+<skill>/<value>] at <difficulty number>"
         )
         return
コード例 #5
0
    def func(self):
        """Run the @check command"""

        caller = self.caller
        skill = None
        maximum_difference = 100
        flub = "flub" in self.switches
        
        if not self.args:
            caller.msg("Usage: @check <stat>[+<skill>][ at <difficulty number>][=receiver1,receiver2,etc]")
            return
        args = self.lhs if self.rhs else self.args
        args = args.lower()
        # if args contains ' at ', then we split into halves. otherwise, it's default of 6
        diff_list = args.split(' at ')
        difficulty = stats_and_skills.DIFF_DEFAULT
        if len(diff_list) > 1:
            if not diff_list[1].isdigit() or not 0 < int(diff_list[1]) < maximum_difference:
                caller.msg("Difficulty must be a number between 1 and %s." % maximum_difference)
                return
            difficulty = int(diff_list[1])
        args = diff_list[0]
        arg_list = args.split("+")
        if len(arg_list) > 1:
            skill = arg_list[1].strip()
        stat = arg_list[0].strip()
        matches = stats_and_skills.get_partial_match(stat, "stat")
        if not matches or len(matches) > 1:
            caller.msg("There must be one unique match for a character stat. Please check spelling and try again.")
            return
        # get unique string that matches stat
        stat = matches[0]
        
        if skill:
            matches = stats_and_skills.get_partial_match(skill, "skill")
            if not matches:
                # check for a skill not in the normal valid list
                if skill in caller.db.skills:
                    matches = [skill]
                else:
                    caller.msg("No matches for a skill by that name. Check spelling and try again.")
                    return
            if len(matches) > 1:
                caller.msg("There must be one unique match for a character skill. Please check spelling and try again.")
                return
            skill = matches[0]
        quiet = bool(self.rhs)
        stats_and_skills.do_dice_check(caller, stat, skill, difficulty, quiet=quiet, flub=flub)
        if quiet:
            namelist = [name.strip() for name in self.rhs.split(",") if caller.search(name.strip(), use_nicks=True)]
            roll_msg = Roll.build_msg(caller.ndb.last_roll) + " " + "(Private roll sent to: %s)" % ", ".join(namelist)
            caller.msg(roll_msg)
            # they have a recipient list; only tell those people (and GMs)
            for name in namelist:
                recipient = caller.search(name, use_nicks=True)
                recipient.msg(roll_msg, options={'roll':True})
            # GMs always get to see rolls.
            staff_list = [x for x in caller.location.contents if x.check_permstring("Builders")]
            for GM in staff_list:
                GM.msg("{w(Private roll) {n" + roll_msg)
            return