The DM in my Dungeons and Dragons game has trouble sorting numbers fast in his head. This became problematic in terms of initiative (or, for the uninititiveated, everyone rolling a number and then acting in order from highest to lowest.
So, I thought, here was a good chance to practice my nascent perl/tk skills. I offer the result to everyone to laugh at a criticize brutally (Or even use, if you want to.)
UPDATE: Reworked based on Erez's suggestions. Much better.
UPDATE: Minor fixes, and fixed bug which caused deleting "Jim" to also delete "Jimmy", "Jimmenstein", and so on. Also, implemented several suggestions from the chatterbox.
UPDATE: Now takes Dexterity into account. Rewrote data structure.
#!/usr/bin/perl # A program to automatically sort initiative (who goes when) # in any RPG system using normal numbers, highest-goes-first. use Tk; require Tk::Font; use Carp; use strict; use warnings; my $inits = ""; my $name = ""; my $init = 0; my $dex = 10; my %charactersbyinit = (); my @listchars = (); my $charlist; =pod =head1 DATA STRUCTURE NOTES: %charactersbyinit is a hash of hashes of arrays. The first level hash is indexed by the initiative number. The second level hashes are indexed by dexterity score. The arrays are unsorted lists of names. Example: Foo the barbarian rolls an initiative of 12, and has a Dex score of 8, Baz the thief also rolls a 12, and has a dex score of 18, Quux the Bard also rolls a 12 and has a dex of 18 Bar the Wizard rolls an 8, and has a dex score of 16 the hash would look like this: %charactersbyinit-> { 12 -> { 18 -> ( Baz, Quux) 8 -> (Foo) } 8 -> { 16 -> (Bar) } } =cut sub print_initiative{ $charlist->delete(0, 'end'); my @sorted_keys = sort {$b <=> $a} keys %charactersbyinit; for my $current_init (@sorted_keys){ my $dexhash = $charactersbyinit{$current_init}; my @sorted_dexkeys = sort {$b <=> $a} keys %$dexhash; for my $current_dex (@sorted_dexkeys){ my @chars = @{$charactersbyinit{$current_init}{$current_dex}}; for (@chars){ $charlist->insert("end", "$current_init: $_ ($current_dex)") +; } } } } sub add_char{ my ($name,$init,$dex) = @_; rm_char($name); if ($init =~ /\d/ && $dex =~ /\d/ && $name ne ''){ push(@{$charactersbyinit{$init}{$dex}}, $name); print_initiative(); } else { carp "Non-numeric Init or non-extant Name!\n"; } } #Loops through the inits, then loops through the dexes, #and deletes based just on name. sub rm_char{ my $name = shift; for my $hashref (values %charactersbyinit){ for my $arrayref (values %$hashref){ @$arrayref = grep( $_ ne $name , @$arrayref); } } for my $init (keys %charactersbyinit){ my $temp = $charactersbyinit{$init}; for my $dex (keys %$temp){ my $temp2 = $charactersbyinit{$init}{$dex}; delete $charactersbyinit{$init}{$dex} if scalar(@$temp2) == 0; } delete $charactersbyinit{$init} if scalar(keys %{$charactersbyin +it{$init}}) == 0; } print_initiative(); } #Make main window my $mw= MainWindow->new; $mw->title("Initiative"); $mw->Label(-text => "Inititative Program:\n", -font => "{Courier New} 12")->pack; my $nameframe = $mw->Frame(-label => "Name: ", -labelPack => [ -side => 'left'])->pack; my $initframe = $mw->Frame(-label => "Init: ", -labelPack => [ -side => 'left'])->pack; my $dexframe = $mw->Frame(-label => "Dex: ", -labelPack => [ -side => 'left'])->pack; #Add and delete buttons in frame that fills bottom of window above Exi +t my $adddeleteframe = $mw->Frame()->pack; $adddeleteframe->Button(-text => "Add", -font => "{Courier New} 12", -command => sub{add_char($name, $init, $dex)})->pack(-side + => 'left', -expand => 0, -fill => 'x'); $adddeleteframe->Button(-text => "Delete", -font => "{Courier New} 12", -command => sub{rm_char($name)})->pack(-side => 'left', -expand => 0, -fill => 'x'); #Entries for name and initiative number my $nameentry = $nameframe->Entry(-width => 10, -textvariable => \$name, -background => "white")->pack; my $initentry = $initframe->Entry(-width => 4, -textvariable => \$init, -background => "white")->pack; my $dexentry = $dexframe->Entry(-width => 4, -textvariable => \$dex, -background => "white")->pack; #Bindings create this workflow: # [Enter Name] -> <Return> -> [Enter Init] -> <Return> {Repeat} # OR [Enter Name] -> <Return> -> [Enter Init] -> <Tab> -> [Enter Dex] +-> <Return> {Repeat} $nameentry->bind("<Return>", sub { $init = ""; $initentry->focus(); }); $initentry->bind("<Return>", sub{ add_char($name, $init, $dex); $name = $init = ""; $dex = 10; $nameentry->focus(); }); $dexentry->bind("<Return>", sub { add_char($name, $init, $dex); $name = $init = ""; $dex = 10; $nameentry->focus(); }); #Creates a listbox to hold the initiatives and names $charlist = $mw->Scrolled("Listbox", -scrollbars => "oe", -selectmode => "single", -height => 20, -width => 30)->pack(-side => "top"); #If clicked with mouse, loads name and initiative into boxes! $charlist->bind('<Button-1>', sub { my $element = $charlist->get($char +list->curselection()); $element =~ /(\d+): (.+) \((\d+)\)/; $init = $1; $name = $2; $dex = $3; }); #Clear initiative list $mw->Button(-text => "Clear", -font => "{Courier New} 12", -command => sub {%charactersbyinit = (); print_initiative();})->pack(-side => 'top', -expand => 1, -fill => 'x'); #Exit button fills bottom of window $mw->Button(-text => "Exit", -font => "{Courier New} 12", -command => sub {$mw->destroy})->pack(-side => 'top', -expand => 1, -fill => 'x'); MainLoop;
In reply to Taking some Initiative (Sense 2) by pobocks
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