Beispiel #1
0
 def __init__(self, parent=None):
     super(OverviewWidget, self).__init__(parent)
     # objects, sub-windows
     self.ui = None
     self._btn_reload = None
     self._aswidget = None
     self.world = XNovaWorld_instance()
     # build progress widgets
     self.bp_widgets = dict()  # build progress widgets
     self.bp_widgets_sy = dict()  # shipyard build progress widgets
     self.bp_widgets_res = dict()  # researches build progress widgets
Beispiel #2
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 def __init__(self, parent: QWidget):
     super(GalaxyView, self).__init__(parent)
     self.world = XNovaWorld_instance()
     #
     # setup frame
     self.setFrameShadow(QFrame.Raised)
     self.setFrameShape(QFrame.StyledPanel)
     #
     self._layout = QVBoxLayout()
     self.setLayout(self._layout)
     # temp
     self._layout.addWidget(QLabel('galaxy view', self))
Beispiel #3
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def printer_thread():
    import time
    from ui.xnova.xn_data import XNPlanet
    from ui.xnova.xn_world import XNovaWorld_instance
    from ui.xnova import xn_logger

    logger = xn_logger.get('test01', debug=True)
    world = XNovaWorld_instance()
    planets = world.get_planets()

    world.script_test01_command = 'running'

    logger.info('Started.')

    # logger.info('Planets:')
    # for planet in planets:
    #    logger.info('{0}'.format(str(planet)))
    # logger.info('End planets.')

    while True:
        time.sleep(1)
        # print('   test01 running...')
        if world.script_test01_command == 'stop':
            break

        if world.script_test01_command == 'pn':
            planet_id = planets[0].planet_id
            post_url = '?set=overview&mode=renameplanet&pl={0}'.format(
                planet_id)
            post_data = dict()
            # post_data['action'] = 'Покинуть колонию'
            post_data['action'] = 'Сменить название'
            post_data['newname'] = 'XX9-WV'
            referer = 'http://uni4.xnova.su/?set=overview&mode=renameplanet'
            world._page_downloader.post(post_url,
                                        post_data=post_data,
                                        referer=referer)
            logger.debug('Rename planet complete to [{0}]'.format(
                post_data['newname']))
            # clear command
            world.script_test01_command = 'running'

    del world.script_test01_command

    logger.info('Stopped.')
Beispiel #4
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 def __init__(self, parent: QWidget):
     super(GalaxyWidget, self).__init__(parent)
     self.world = XNovaWorld_instance()
     # main layout
     self._layout = QVBoxLayout()
     self._layout.setContentsMargins(0, 0, 0, 0)
     self._layout.setSpacing(2)
     self.setLayout(self._layout)
     # sub-widgets
     self._galaxy_coords = GalaxyCoordsSelectorWidget(self)
     self._galaxy_coords.setGalaxyRange(1, 5)
     self._galaxy_coords.setSystemRange(1, 499)
     self._galaxy_coords.coordsChanged.connect(self.on_coords_cahnged)
     self._galaxyview = GalaxyView(self)
     # scrollarea
     self._sa_galaxy = QScrollArea(self)
     self._sa_galaxy.setMinimumWidth(400)
     self._sa_galaxy.setMinimumHeight(300)
     self._sa_galaxy.setWidget(self._galaxyview)
     #
     self._layout.addWidget(self._galaxy_coords)
     self._layout.addWidget(self._sa_galaxy)
Beispiel #5
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 def __init__(self, parent: QWidget):
     super(GalaxyOwnPlanetSelectorWidget, self).__init__(parent)
     self.world = XNovaWorld_instance()
     # setup frame
     self.setFrameShadow(QFrame.Raised)
     self.setFrameShape(QFrame.StyledPanel)
     # layout
     self._layout = QVBoxLayout()
     self._layout.setContentsMargins(6, 6, 6, 6)
     self._layout.setSpacing(0)
     self.setLayout(self._layout)
     # label
     self._lbl = QLabel(self.tr('Select planet:'), self)
     # combo
     self._cb = QComboBox(self)
     self._cb.setEditable(False)
     self._cb.setInsertPolicy(QComboBox.InsertAtBottom)
     self._cb.currentIndexChanged.connect(self.on_cb_currentChanged)
     # finalize layout
     self._layout.addWidget(self._lbl, 0, Qt.AlignHCenter)
     self._layout.addWidget(self._cb, 0, Qt.AlignCenter)
     # ...
     self.fill_planets()
Beispiel #6
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 def __init__(self, parent: QWidget):
     super(GalaxyCoordsSelectorWidget, self).__init__(parent)
     # data
     self._coords = [1, 1]  # galaxy, system
     self.world = XNovaWorld_instance()
     #
     # setup frame
     self.setFrameShape(QFrame.NoFrame)
     self.setFrameShadow(QFrame.Raised)
     #
     self._layout = QHBoxLayout()
     self._layout.setContentsMargins(0, 0, 0, 0)
     self._layout.setSpacing(3)
     self.setLayout(self._layout)
     #
     self._planet_selector = GalaxyOwnPlanetSelectorWidget(self)
     self._planet_selector.planetSelected.connect(self.on_planet_selected)
     #
     self._galaxy_selector = GalaxyCoordSingleSelectorWidget(self)
     self._galaxy_selector.setCoordRange(1, 5)
     self._galaxy_selector.setTitle(self.tr('Galaxy'))
     self._galaxy_selector.coordChanged.connect(self.on_gal_changed)
     self._system_selector = GalaxyCoordSingleSelectorWidget(self)
     self._system_selector.setCoordRange(1, 499)
     self._system_selector.setTitle(self.tr('Solar system'))
     self._system_selector.coordChanged.connect(self.on_sys_changed)
     #
     self._btn_navigate = QPushButton(self)
     self._btn_navigate.setText(self.tr('Navigate'))
     self._btn_navigate.clicked.connect(self.on_btn_navigate)
     #
     self._layout.addWidget(self._planet_selector, 0)
     self._layout.addWidget(self._galaxy_selector, 0)
     self._layout.addWidget(self._system_selector, 0)
     self._layout.addWidget(self._btn_navigate, 0)
     self._layout.addStretch(1)
Beispiel #7
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from ui.xnova.xn_world import XNovaWorld_instance
from ui.xnova import xn_logger


logger = xn_logger.get('test01_stopper', debug=True)
world = XNovaWorld_instance()

try:
    existing = world.script_command
    # if this fails, no such member exists, an exception will be raised
    # else, continue
    # world.script_test01_command = 'stop'
    world.script_command = 'stop'
    # world.script_test01_command = 'pn'
    logger.info('sent "stop" command to scripts.')
except AttributeError as ea:
    logger.info('probably script is not running.')
    pass
Beispiel #8
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 def __init__(self, parent: QWidget):
     super(PlanetWidget, self).__init__(parent)
     #
     self.world = XNovaWorld_instance()
     self._planet = XNPlanet()
     # setup frame
     self.setFrameShape(QFrame.StyledPanel)
     self.setFrameShadow(QFrame.Raised)
     # layout
     self._layout = QVBoxLayout()
     self._layout.setContentsMargins(0, 0, 0, 0)
     self._layout.setSpacing(3)
     self.setLayout(self._layout)
     # basic info panel
     self._bipanel = Planet_BasicInfoPanel(self)
     self._bipanel.requestOpenGalaxy.connect(self.on_request_open_galaxy)
     self._bipanel.requestRefreshPlanet.connect(
         self.on_request_refresh_planet)
     self._bipanel.requestRenamePlanet.connect(
         self.on_request_rename_planet)
     # build progress widgets
     self._bpw_buildings = BuildProgressWidget(self)
     self._bpw_buildings.hide()
     self._bpw_buildings.hide_planet_name()
     self._bpw_buildings.layout().setContentsMargins(5, 2, 5, 2)
     self._bpw_shipyard = BuildProgressWidget(self)
     self._bpw_shipyard.hide()
     self._bpw_shipyard.hide_planet_name()
     self._bpw_shipyard.layout().setContentsMargins(5, 2, 5, 2)
     self._bpw_research = BuildProgressWidget(self)
     self._bpw_research.hide()
     self._bpw_research.hide_planet_name()
     self._bpw_research.layout().setContentsMargins(5, 2, 5, 2)
     # buildings
     self._cf_buildings = CollapsibleFrame(self)
     self._cf_buildings.setTitle(self.tr('Buildings'))
     self._sa_buildings = QScrollArea(self._cf_buildings)
     self._bip_buildings = Planet_BuildItemsPanel(self._sa_buildings)
     self._bip_buildings.set_type(Planet_BuildItemsPanel.TYPE_BUILDINGS)
     self._bip_buildings.show()
     self._sa_buildings.setWidget(self._bip_buildings)
     self._cf_buildings.addWidget(self._sa_buildings)
     # shipyard
     self._cf_shipyard = CollapsibleFrame(self)
     self._cf_shipyard.setTitle(self.tr('Shipyard'))
     self._sa_shipyard = QScrollArea(self._cf_shipyard)
     self._bip_shipyard = Planet_BuildItemsPanel(self._cf_shipyard)
     self._bip_shipyard.set_type(Planet_BuildItemsPanel.TYPE_SHIPYARD)
     self._sa_shipyard.setWidget(self._bip_shipyard)
     self._cf_shipyard.addWidget(self._sa_shipyard)
     # research
     self._cf_research = CollapsibleFrame(self)
     self._cf_research.setTitle(self.tr('Research'))
     self._sa_research = QScrollArea(self._cf_research)
     self._bip_research = Planet_BuildItemsPanel(self._cf_research)
     self._bip_research.set_type(Planet_BuildItemsPanel.TYPE_RESEARCHES)
     self._sa_research.setWidget(self._bip_research)
     self._cf_research.addWidget(self._sa_research)
     # layout finalize
     self._layout.addWidget(self._bipanel)
     self._layout.addWidget(self._bpw_buildings)
     self._layout.addWidget(self._bpw_shipyard)
     self._layout.addWidget(self._bpw_research)
     self._layout.addWidget(self._cf_buildings)
     self._layout.addWidget(self._cf_shipyard)
     self._layout.addWidget(self._cf_research)
     # expand buildings frame by default
     self._cf_buildings.expand()
     #
     # connect signals
     self._cf_buildings.expanded.connect(self.on_frame_buildings_expanded)
     self._cf_buildings.collapsed.connect(self.on_frame_buildings_collapsed)
     self._cf_shipyard.expanded.connect(self.on_frame_shipyard_expanded)
     self._cf_shipyard.collapsed.connect(self.on_frame_shipyard_collapsed)
     self._cf_research.expanded.connect(self.on_frame_research_expanded)
     self._cf_research.collapsed.connect(self.on_frame_research_collapsed)
     #
     self._bpw_buildings.requestCancelBuild.connect(
         self.on_request_cancel_build)
     self._bpw_research.requestCancelBuild.connect(
         self.on_request_cancel_build)
     #
     self._bip_buildings.requestBuildItem.connect(
         self.on_request_build_item)
     self._bip_buildings.requestDowngradeItem.connect(
         self.on_request_downgrade_item)
     self._bip_shipyard.requestBuildItem.connect(self.on_request_build_item)
     self._bip_research.requestBuildItem.connect(self.on_request_build_item)
     #
     # create timer
     self._timer = QTimer(self)
     self._timer.timeout.connect(self.on_timer)
Beispiel #9
0
def auto_builder_thread():
    import time
    from enum import IntEnum
    from ui.xnova.xn_data import XNPlanet, XNPlanetBuildingItem
    from ui.xnova.xn_world import XNovaWorld_instance, XNovaWorld
    from ui.xnova.xn_techtree import XNTechTree_instance
    from ui.xnova import xn_logger

    class BGid(IntEnum):
        METAL_FACTORY = 1
        CRYSTAL_FACTORY = 2
        DEIT_FACTORY = 3
        SOLAR_STATION = 4
        FACTORY = 14
        NANITES = 15
        SHIPYARD = 21
        METAL_SILO = 22
        CRYSTAL_SILO = 23
        DEIT_SILO = 24
        LAB = 31
        ROCKET_SILO = 44

    logger = xn_logger.get('auto_builder', debug=True)

    world = XNovaWorld_instance()
    world.script_command = 'running'

    WORK_INTERVAL = 145  # seconds
    IMPERIUM_REFRESH_INTERVAL = 300  # seconds

    def check_bonus(world: XNovaWorld):
        bonus_url = world.get_bonus_url()
        if bonus_url is not None:
            logger.info('Detected that bonus is available, get it!')
            world.signal(world.SIGNAL_GET_URL,
                         url=bonus_url,
                         referer='?set=overview')
            time.sleep(10)
            world.clear_bonus_url()
            time.sleep(2)

    def energy_need_for_gid(gid: int, level: int) -> int:
        if (gid == 1) or (gid == 2) or (gid == 12):
            e = (10 * level) * (1.1**level)
            return round(e)
        if gid == 3:
            e = (30 * level) * (1.1**level)
            return round(e)
        # error! incorrect gid supplied?
        tt = XNTechTree_instance()
        item = tt.find_item_by_gid(gid)
        s = 'Don\'t know how to calculate energy need for gid={0} "{1}" ({2})'.format(
            gid, item.name, item.category)
        logger.error(s)
        raise RuntimeError(s)

    def calc_planet_next_building(planet: XNPlanet) -> XNPlanetBuildingItem:
        if planet.is_moon or planet.is_base:
            return None
        met_level = 0
        cry_level = 0
        deit_level = 0
        ss_level = 0
        #
        met_bitem = planet.find_bitem_by_gid(int(BGid.METAL_FACTORY))
        if met_bitem is not None:
            met_level = met_bitem.level
        cry_bitem = planet.find_bitem_by_gid(int(BGid.CRYSTAL_FACTORY))
        if cry_bitem is not None:
            cry_level = cry_bitem.level
        deit_bitem = planet.find_bitem_by_gid(int(BGid.DEIT_FACTORY))
        if deit_bitem is not None:
            deit_level = deit_bitem.level
        ss_bitem = planet.find_bitem_by_gid(int(BGid.SOLAR_STATION))
        if ss_bitem is not None:
            ss_level = ss_bitem.level
        free_energy = planet.energy.energy_left
        #
        # first, check energy
        if free_energy <= 1:
            logger.info('Planet [{0}] has too low energy ({1}), must '
                        'build solar station!'.format(planet.name,
                                                      free_energy))
            return ss_bitem
        # second, check robotics factory, if it is below level 10
        factory_level = 0
        factory_bitem = planet.find_bitem_by_gid(int(BGid.FACTORY))
        if factory_bitem is not None:
            factory_level = factory_bitem.level
            if factory_bitem.level < 10:
                # check resources, this will build factory before any
                # any other building only if enough resources NOW, do not wait
                if (planet.res_current.met >= factory_bitem.cost_met) and \
                        (planet.res_current.cry >= factory_bitem.cost_cry) and \
                        (planet.res_current.deit >= factory_bitem.cost_deit):
                    logger.info(
                        'Planet [{0}] Factory level < 10 and have res for it,'
                        ' build Factory!'.format(planet.name))
                    return factory_bitem
        # maybe build shipyard? :)
        shipyard_bitem = planet.find_bitem_by_gid(int(BGid.SHIPYARD))
        if shipyard_bitem is not None:
            if shipyard_bitem.level < factory_level:
                if (planet.res_current.met >= shipyard_bitem.cost_met) and \
                        (planet.res_current.cry >= shipyard_bitem.cost_cry) and \
                        (planet.res_current.deit >= shipyard_bitem.cost_deit):
                    logger.info(
                        'Planet [{0}] Shipyard level < {1} and have res for it,'
                        ' build Factory!'.format(planet.name, factory_level))
                    return shipyard_bitem
        # maybe build nanites factory? :)
        if factory_level >= 10:
            nanites_bitem = planet.find_bitem_by_gid(int(BGid.NANITES))
            if nanites_bitem is not None:
                if (planet.res_current.met >= nanites_bitem.cost_met) and \
                        (planet.res_current.cry >= nanites_bitem.cost_cry) and \
                        (planet.res_current.deit >= nanites_bitem.cost_deit):
                    logger.info('Planet [{0}] can build NANITES!'.format(
                        planet.name))
                    return nanites_bitem
        # maybe build rocket silo?
        rs_bitem = planet.find_bitem_by_gid(int(BGid.ROCKET_SILO))
        if rs_bitem is not None:
            if rs_bitem.level < 2:
                if (planet.res_current.met >= rs_bitem.cost_met) and \
                        (planet.res_current.cry >= rs_bitem.cost_cry) and \
                        (planet.res_current.deit >= rs_bitem.cost_deit):
                    logger.info(
                        'Planet [{0}] can build rocket silo lv {1}'.format(
                            planet.name, rs_bitem.level + 1))
                    return rs_bitem
        #
        # other resources buildings
        logger.info(
            'Planet [{0}] m/c/d/e levels: {1}/{2}/{3}/{4} free_en: {5}'.format(
                planet.name, met_level, cry_level, deit_level, ss_level,
                free_energy))
        if ss_level < met_level:
            return ss_bitem
        #
        # calc energy needs
        met_eneed = energy_need_for_gid(int(BGid.METAL_FACTORY), met_level+1) \
            - energy_need_for_gid(int(BGid.METAL_FACTORY), met_level)
        cry_eneed = energy_need_for_gid(int(BGid.CRYSTAL_FACTORY), cry_level+1) \
            - energy_need_for_gid(int(BGid.CRYSTAL_FACTORY), cry_level)
        deit_eneed = energy_need_for_gid(int(BGid.DEIT_FACTORY), deit_level+1) \
            - energy_need_for_gid(int(BGid.DEIT_FACTORY), deit_level)
        logger.info('Planet [{0}] needed en: {1}/{2}/{3}'.format(
            planet.name, met_eneed, cry_eneed, deit_eneed))
        # try to fit in energy some buildings
        if (met_level < ss_level) and (met_eneed <= free_energy):
            return met_bitem
        if (cry_level < (ss_level - 2)) and (cry_eneed <= free_energy):
            return cry_bitem
        if (deit_level < (ss_level - 4)) and (deit_eneed <= free_energy):
            return deit_bitem
        #
        # check resources storage capacity
        if planet.res_max_silos.met > 0:
            if planet.res_current.met / planet.res_max_silos.met >= 0.7:
                silo_bitem = planet.find_bitem_by_gid(int(BGid.METAL_SILO))
                logger.info('Planet [{0}] needs metal silo!'.format(
                    planet.name))
                return silo_bitem
        if planet.res_max_silos.cry > 0:
            if planet.res_current.cry / planet.res_max_silos.cry >= 0.7:
                silo_bitem = planet.find_bitem_by_gid(int(BGid.CRYSTAL_SILO))
                logger.info('Planet [{0}] needs crystal silo!'.format(
                    planet.name))
                return silo_bitem
        if planet.res_max_silos.deit > 0:
            if planet.res_current.deit / planet.res_max_silos.deit >= 0.7:
                silo_bitem = planet.find_bitem_by_gid(int(BGid.DEIT_SILO))
                logger.info('Planet [{0}] needs deit silo!'.format(
                    planet.name))
                return silo_bitem
        #
        # default - build solar station
        logger.warn(
            'Planet [{0}] for some reason cannot decide what to build, '
            'will build solar station by default'.format(planet.name))
        return ss_bitem

    def check_planet_buildings(world: XNovaWorld, planet: XNPlanet):
        # is there any building in progress on planet now?
        build_in_progress = False
        bitem = XNPlanetBuildingItem()
        for bitem_ in planet.buildings_items:
            if bitem_.is_in_progress():
                build_in_progress = True
                bitem = bitem_
                break
        if build_in_progress:
            logger.info(
                'Planet [{0}] has still build in progress {1} lv {2}'.format(
                    planet.name, bitem.name, bitem.level + 1))
            return
        # no builds in progress, we can continue

        bitem = calc_planet_next_building(planet)
        if bitem is None:
            logger.error(
                'Planet [{0}]: for some reason could not calculate '
                'next building, some internal error? Try to relogin and '
                'refresh all world.'.format(planet.name))
            return

        logger.info('Planet [{0}] Next building will be: {1} lv {2}'.format(
            planet.name, bitem.name, bitem.level + 1))
        logger.info('Planet [{0}] Its price: {1}m {2}c {3}d'.format(
            planet.name, bitem.cost_met, bitem.cost_cry, bitem.cost_deit))
        logger.info('Planet [{0}] We have: {1}m {2}c {3}d'.format(
            planet.name, int(planet.res_current.met),
            int(planet.res_current.cry), int(planet.res_current.deit)))
        # do we have enough resources to build it?
        if (planet.res_current.met >= bitem.cost_met) and \
                (planet.res_current.cry >= bitem.cost_cry) and \
                (planet.res_current.deit >= bitem.cost_deit):
            logger.info(
                'Planet [{0}] We have enough resources to build it, trigger!'.
                format(planet.name))
            world.signal(world.SIGNAL_BUILD_ITEM,
                         planet_id=planet.planet_id,
                         bitem=bitem,
                         quantity=0)
            logger.info(
                'Planet [{0}] Signal to build this item has been sent to world thread, wait 10s...'
                .format(planet.name))
            time.sleep(10)  # actually wait
        else:
            logger.warn(
                'Planet [{0}] We DO NOT have enough resources to build [{1} lv {2}]...'
                .format(planet.name, bitem.name, bitem.level + 1))

    last_work_time = time.time() - WORK_INTERVAL
    last_imperium_refresh_time = time.time()

    logger.info('Started.')

    while True:
        time.sleep(1)
        if world.script_command == 'stop':
            break

        cur_time = time.time()
        if cur_time - last_work_time >= WORK_INTERVAL:
            last_work_time = cur_time
            # logger.debug('{0} seconds have passed, working...'.format(WORK_INTERVAL))
            check_bonus(world)
            planets = world.get_planets()
            if len(planets) < 1:
                continue
            for planet in planets:
                check_planet_buildings(world, planet)
                time.sleep(1)
                if world.script_command == 'stop':
                    break
        # if we didn't sleep long enough for a work_interval

        # refresh imperium from time to time
        if cur_time - last_imperium_refresh_time >= IMPERIUM_REFRESH_INTERVAL:
            logger.info('Time to refresh imperium...')
            last_imperium_refresh_time = cur_time
            world.signal(world.SIGNAL_RELOAD_PAGE, page_name='imperium')
    # while True

    del world.script_command

    logger.info('Stopped.')