/
ui_squad_control.py
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/
ui_squad_control.py
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from framework import movement, entities, timers, controls, pathfinding, numbers, stats
import ai_factions
import settings
import ui_cursor
import ui_menu
import camera
import items
import nodes
import zones
SELECTED_SQUAD_MEMBER = None
WALK_PATH = None
WALK_DEST = None
def handle_squad_member_select(x, y):
for squad_id in entities.get_entity_group('squads'):
_squad = entities.get_entity(squad_id)
if not _squad['faction'] == 'Rogues':
continue
for entity_id in _squad['members']:
if movement.get_position_via_id(entity_id) == (x, y):
select_squad_member(entity_id)
return True
def handle_fire_order(x, y):
global WALK_PATH, WALK_DEST
if not is_squad_member_selected():
return False
_entity = get_selected_squad_member()
for entity_id in [t for t in _entity['ai']['visible_life'] if _entity['ai']['life_memory'][t]['can_see']]:
if entity_id == _entity['_id']:
continue
_x, _y = movement.get_position_via_id(entity_id)
if (_x, _y) == (x, y):
create_life_interact_menu(_entity, entity_id)
WALK_PATH = None
WALK_DEST = None
return True
return False
def handle_movement_order(x, y):
global WALK_PATH, WALK_DEST
if not is_squad_member_selected() or (x, y) in zones.get_active_solids({}, ignore_calling_entity=True):
return False
_entity = get_selected_squad_member()
movement.walk_to_position(_entity, x, y, zones.get_active_astar_map(), zones.get_active_weight_map())
WALK_PATH = _entity['movement']['path']['positions']
WALK_DEST = _entity['movement']['path']['destination']
settings.set_tick_mode('normal')
return True
def handle_mouse_movement(x, y):
global WALK_PATH, WALK_DEST
if ui_menu.get_active_menu() or ui_menu.DELAY or not is_squad_member_selected():
return
_x = x+camera.X
_y = y+camera.Y
if (_x, _y) in zones.get_active_solids({}, ignore_calling_entity=True, no_life=True):
return
_s_x, _s_y = movement.get_position(get_selected_squad_member())
if (_x, _y) == WALK_DEST or (_x, _y) == (_s_x, _s_y):
return
WALK_PATH = pathfinding.astar((_s_x, _s_y), (_x, _y), zones.get_active_astar_map(), zones.get_active_weight_map())
WALK_DEST = (_x, _y)
def handle_mouse_pressed(x, y, button):
if ui_menu.get_active_menu() or ui_menu.DELAY:
return
_x = x+camera.X
_y = y+camera.Y
if button == 1:
if handle_squad_member_select(_x, _y):
return
if handle_fire_order(_x, _y):
return
if handle_movement_order(_x, _y):
return
def handle_keyboard_input():
global SELECTED_SQUAD_MEMBER, WALK_PATH, WALK_DEST
#TODO: Check for multiple movement changes at this location
if not is_squad_member_selected():
return
_entity = get_selected_squad_member()
_x, _y = movement.get_position(_entity)
if timers.has_timer_with_name(_entity, 'passout'):
return
if controls.get_input_char_pressed('z'):
entities.trigger_event(_entity, 'set_motion', motion='crawl')
settings.set_tick_mode('normal')
elif controls.get_input_char_pressed('x'):
entities.trigger_event(_entity, 'set_motion', motion='crouch')
settings.set_tick_mode('normal')
elif controls.get_input_char_pressed('c'):
entities.trigger_event(_entity, 'set_motion', motion='stand')
settings.set_tick_mode('normal')
elif controls.get_input_char_pressed(' '):
_entity['stats']['action_points'] = 0
SELECTED_SQUAD_MEMBER = None
WALK_DEST = None
WALK_PATH = []
_broken = False
for squad_id in entities.get_entity_group('squads'):
_squad = entities.get_entity(squad_id)
if not _squad['faction'] == 'Rogues':
continue
for entity_id in _squad['members']:
_entity = entities.get_entity(entity_id)
if _entity['stats']['action_points'] > 0:
_broken = True
break
if _broken:
break
else:
settings.set_tick_mode('normal')
def create_life_interact_menu(entity, target_id):
if not items.get_items_in_holder(entity, 'weapon'):
return
_target = entities.get_entity(target_id)
_is_enemy = ai_factions.is_enemy(entity, target_id)
_menu = ui_menu.create(ui_cursor.CURSOR['tile']['x']+2, ui_cursor.CURSOR['tile']['y']-4, title='Context')
if not _is_enemy:
if _target['missions']['inactive']:
ui_menu.add_selectable(_menu, 'Talk', lambda: create_talk_menu(entity, target_id))
ui_menu.add_selectable(_menu, 'Inquire', lambda: create_mission_menu(entity, target_id))
ui_menu.add_selectable(_menu, 'Trade', lambda: create_mission_menu(entity, target_id))
ui_menu.add_selectable(_menu, 'Shoot%s' % (' (Friendly fire)' * (not _is_enemy)), lambda: create_shoot_menu(entity, target_id))
def create_shoot_menu(entity, target_id):
_tx, _ty = movement.get_position_via_id(target_id)
_weapon = entities.get_entity(items.get_items_in_holder(entity, 'weapon')[0])
_menu = ui_menu.create(_tx-camera.X+2, _ty-camera.Y-4, title='Shoot')
_accuracy = stats.get_accuracy(entity, _weapon['_id'])
_x, _y = movement.get_position(entity)
_direction = numbers.direction_to((_x, _y), (_tx, _ty))
_final_direction = _direction + (_accuracy * numbers.distance((_x, _y), (_tx, _ty)))
_spray_accuracy = (100 * (_direction / float(_final_direction)))
entities.trigger_event(_weapon, 'get_actions', menu=_menu)
ui_menu.add_selectable(_menu, 'Spray (Acc: %.2d)' % _spray_accuracy, lambda: entities.trigger_event(entity, 'shoot', target_id=target_id) and settings.set_tick_mode('normal'))
ui_menu.add_selectable(_menu, 'Snipe (Acc: %s)' % _accuracy, lambda: _)
def select_squad_member(entity_id):
global SELECTED_SQUAD_MEMBER
SELECTED_SQUAD_MEMBER = entity_id
entities.register_event(entities.get_entity(SELECTED_SQUAD_MEMBER), 'delete', reset_selected_squad_member)
def reset_selected_squad_member(entity=None):
global SELECTED_SQUAD_MEMBER, WALK_PATH, WALK_DEST
if SELECTED_SQUAD_MEMBER:
entities.unregister_event(entities.get_entity(SELECTED_SQUAD_MEMBER), 'delete', reset_selected_squad_member)
SELECTED_SQUAD_MEMBER = None
WALK_PATH = None
WALK_DEST = None
def is_squad_member_selected():
return not SELECTED_SQUAD_MEMBER == None
def get_selected_squad_member():
return entities.get_entity(SELECTED_SQUAD_MEMBER)