Ejemplo n.º 1
0
	def early_end(self):
		"""Called to speed up session destruction."""
		assert self._enabled
		self._enabled = False
		SettlementRangeChanged.unsubscribe(self._on_settlement_range_changed)
		NewDisaster.unsubscribe(self.notify_new_disaster)
		MineEmpty.unsubscribe(self.notify_mine_empty)
Ejemplo n.º 2
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    def end(self):
        self._stats = None
        self.session = None

        if self.regular_player:
            SettlerUpdate.unsubscribe(self.notify_settler_reached_level)
            NewDisaster.unsubscribe(self.notify_new_disaster, sender=self)
Ejemplo n.º 3
0
 def early_end(self):
     """Called to speed up session destruction."""
     assert self._enabled
     self._enabled = False
     SettlementRangeChanged.unsubscribe(self._on_settlement_range_changed)
     NewDisaster.unsubscribe(self.notify_new_disaster)
     MineEmpty.unsubscribe(self.notify_mine_empty)
	def infect(self, building, load=None):
		"""@load: (db, disaster_worldid), set on restoring infected state of savegame"""
		super(BuildingInfluencingDisaster, self).infect(building, load=load)
		self._affected_buildings.append(building)
		havoc_time = self.TIME_BEFORE_HAVOC
		# keep in sync with load()
		if load:
			db, worldid = load
			havoc_time = db("SELECT remaining_ticks_havoc FROM building_influencing_disaster WHERE disaster = ? AND building = ?", worldid, building.worldid)[0][0]
		Scheduler().add_new_object(Callback(self.wreak_havoc, building), self, run_in=havoc_time)
		AddStatusIcon.broadcast(building, self.STATUS_ICON(building))
		NewDisaster.broadcast(building.owner, building, self.__class__, self)
Ejemplo n.º 5
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	def infect(self, building, load=None):
		"""@load: (db, disaster_worldid), set on restoring infected state of savegame"""
		super(BuildingInfluencingDisaster, self).infect(building, load=load)
		self._affected_buildings.append(building)
		havoc_time = self.TIME_BEFORE_HAVOC
		# keep in sync with load()
		if load:
			db, worldid = load
			havoc_time = db("SELECT remaining_ticks_havoc FROM building_influencing_disaster WHERE disaster = ? AND building = ?", worldid, building.worldid)[0][0]
		Scheduler().add_new_object(Callback(self.wreak_havoc, building), self, run_in=havoc_time)
		AddStatusIcon.broadcast(building, self.STATUS_ICON(building))
		NewDisaster.broadcast(building.owner, building, self.__class__, self)
Ejemplo n.º 6
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	def infect(self, building, load=None):
		"""Infect a building with fire.
		@load: (db, disaster_worldid), set on restoring infected state of savegame"""
		super(FireDisaster, self).infect(building, load=load)
		# keep in sync with load()
		AddStatusIcon.broadcast(building, FireStatusIcon(building))
		NewDisaster.broadcast(building.owner, building, FireDisaster)
		self._affected_buildings.append(building)
		havoc_time = self.TIME_BEFORE_HAVOC
		if load:
			db, worldid = load
			havoc_time = db("SELECT remaining_ticks_havoc FROM fire_disaster WHERE disaster = ? AND building = ?", worldid, building.worldid)[0][0]

		Scheduler().add_new_object(Callback(self.wreak_havoc, building), self, run_in=havoc_time)
Ejemplo n.º 7
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	def end(self):
		# unsubscribe early, to avoid messages coming in while we're shutting down
		SpeedChanged.unsubscribe(self._on_speed_changed)
		NewDisaster.unsubscribe(self._on_new_disaster)
		NewSettlement.unsubscribe(self._on_new_settlement)
		PlayerLevelUpgrade.unsubscribe(self._on_player_level_upgrade)
		MineEmpty.unsubscribe(self._on_mine_empty)
		ZoomChanged.unsubscribe(self._update_zoom)
		GuiAction.unsubscribe(self._on_gui_click_action)
		GuiHover.unsubscribe(self._on_gui_hover_action)
		GuiCancelAction.unsubscribe(self._on_gui_cancel_action)

		self.mainhud.mapEvents({
			'zoomIn' : None,
			'zoomOut' : None,
			'rotateRight' : None,
			'rotateLeft': None,

			'destroy_tool' : None,
			'build' : None,
			'diplomacyButton' : None,
			'gameMenuButton' : None
		})
		self.mainhud.hide()
		self.mainhud = None

		self.windows.close_all()
		self.message_widget = None
		self.minimap = None
		self.resource_overview.end()
		self.resource_overview = None
		self.keylistener = None
		self.cityinfo.end()
		self.cityinfo = None
		self.hide_menu()

		if self.cursor:
			self.cursor.remove()
			self.cursor.end()
			self.cursor = None

		LastActivePlayerSettlementManager().remove()
		LastActivePlayerSettlementManager.destroy_instance()

		self.production_finished_icon_manager.end()
		self.production_finished_icon_manager = None
		self.status_icon_manager.end()
		self.status_icon_manager = None

		super(IngameGui, self).end()
	def infect(self, building, load=None):
		"""Infect a building with fire.
		@load: (db, disaster_worldid), set on restoring infected state of savegame"""
		super(FireDisaster, self).infect(building, load=load)
		# keep in sync with load()
		AddStatusIcon.broadcast(building, FireStatusIcon(building))
		NewDisaster.broadcast(building.owner, building, FireDisaster)
		self._affected_buildings.append(building)
		havoc_time = self.TIME_BEFORE_HAVOC
		if load:
			db, worldid = load
			havoc_time = db("SELECT remaining_ticks_havoc FROM fire_disaster WHERE disaster = ? AND building = ?", worldid, building.worldid)[0][0]

		Scheduler().add_new_object(Callback(self.wreak_havoc, building), self, run_in=havoc_time)
Ejemplo n.º 9
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	def end(self):
		# unsubscribe early, to avoid messages coming in while we're shutting down
		SpeedChanged.unsubscribe(self._on_speed_changed)
		NewDisaster.unsubscribe(self._on_new_disaster)
		NewSettlement.unsubscribe(self._on_new_settlement)
		PlayerLevelUpgrade.unsubscribe(self._on_player_level_upgrade)
		MineEmpty.unsubscribe(self._on_mine_empty)
		ZoomChanged.unsubscribe(self._update_zoom)
		GuiAction.unsubscribe(self._on_gui_click_action)
		GuiHover.unsubscribe(self._on_gui_hover_action)
		GuiCancelAction.unsubscribe(self._on_gui_cancel_action)

		self.mainhud.mapEvents({
			'zoomIn': None,
			'zoomOut': None,
			'rotateRight': None,
			'rotateLeft': None,

			'destroy_tool': None,
			'build': None,
			'diplomacyButton': None,
			'gameMenuButton': None
		})
		self.mainhud.hide()
		self.mainhud = None

		self.windows.close_all()
		self.message_widget = None
		self.minimap = None
		self.resource_overview.end()
		self.resource_overview = None
		self.keylistener = None
		self.cityinfo.end()
		self.cityinfo = None
		self.hide_menu()

		if self.cursor:
			self.cursor.remove()
			self.cursor.end()
			self.cursor = None

		LastActivePlayerSettlementManager().remove()
		LastActivePlayerSettlementManager.destroy_instance()

		self.production_finished_icon_manager.end()
		self.production_finished_icon_manager = None
		self.status_icon_manager.end()
		self.status_icon_manager = None

		super().end()
Ejemplo n.º 10
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	def __init(self, name, color, difficulty_level, settlerlevel = 0):
		assert isinstance(color, Color)
		assert (isinstance(name, str) or isinstance(name, unicode)) and len(name) > 0
		try:
			self.name = unicode(name)
		except UnicodeDecodeError:
			# WORKAROUND: this line should be the only unicode conversion here.
			# however, if unicode() gets a parameter, it will fail if the string is already unicode.
			self.name = unicode(name, errors='ignore')
		self.color = color
		self.difficulty = DifficultySettings.get_settings(difficulty_level)
		self.settler_level = settlerlevel
		self.stats = None
		assert self.color.is_default_color, "Player color has to be a default color"

		SettlerUpdate.subscribe(self.notify_settler_reached_level)
		NewDisaster.subscribe(self, self.notify_new_disaster)
Ejemplo n.º 11
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    def __init(self, name, color, clientid, difficulty_level, max_tier_notification, settlerlevel=0):
        assert isinstance(color, Color)
        assert isinstance(name, basestring) and name
        try:
            self.name = unicode(name)
        except UnicodeDecodeError:
            # WORKAROUND: this line should be the only unicode conversion here.
            # however, if unicode() gets a parameter, it will fail if the string is already unicode.
            self.name = unicode(name, errors="ignore")
        self.color = color
        self.clientid = clientid
        self.difficulty = DifficultySettings.get_settings(difficulty_level)
        self.max_tier_notification = max_tier_notification
        self.settler_level = settlerlevel
        self._stats = None
        assert self.color.is_default_color, "Player color has to be a default color"

        if self.regular_player:
            SettlerUpdate.subscribe(self.notify_settler_reached_level)
            NewDisaster.subscribe(self.notify_new_disaster, sender=self)
Ejemplo n.º 12
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	def __init(self):
		self._enabled = True  # whether this player is enabled (currently disabled at the end of the game)
		self.world = self.session.world
		self.islands = {}
		self.settlement_managers = []
		self._settlement_manager_by_settlement_id = {}
		self.missions = set()
		self.fishers = []
		self.settlement_founder = SettlementFounder(self)
		self.unit_builder = UnitBuilder(self)
		self.unit_manager = UnitManager(self)
		self.combat_manager = CombatManager(self)
		self.strategy_manager = StrategyManager(self)
		self.behavior_manager = BehaviorManager(self)
		self.settlement_expansions = []  # [(coords, settlement)]
		self.goals = [DoNothingGoal(self)]
		self.special_domestic_trade_manager = SpecialDomesticTradeManager(self)
		self.international_trade_manager = InternationalTradeManager(self)
		SettlementRangeChanged.subscribe(self._on_settlement_range_changed)
		NewDisaster.subscribe(self.notify_new_disaster)
		MineEmpty.subscribe(self.notify_mine_empty)
Ejemplo n.º 13
0
 def __init(self):
     self._enabled = True  # whether this player is enabled (currently disabled at the end of the game)
     self.world = self.session.world
     self.islands = {}
     self.settlement_managers = []
     self._settlement_manager_by_settlement_id = {}
     self.missions = set()
     self.fishers = []
     self.settlement_founder = SettlementFounder(self)
     self.unit_builder = UnitBuilder(self)
     self.unit_manager = UnitManager(self)
     self.combat_manager = CombatManager(self)
     self.strategy_manager = StrategyManager(self)
     self.behavior_manager = BehaviorManager(self)
     self.settlement_expansions = []  # [(coords, settlement)]
     self.goals = [DoNothingGoal(self)]
     self.special_domestic_trade_manager = SpecialDomesticTradeManager(self)
     self.international_trade_manager = InternationalTradeManager(self)
     SettlementRangeChanged.subscribe(self._on_settlement_range_changed)
     NewDisaster.subscribe(self.notify_new_disaster)
     MineEmpty.subscribe(self.notify_mine_empty)
Ejemplo n.º 14
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    def __init__(self, session):
        super(IngameGui, self).__init__()
        self.session = session
        assert isinstance(self.session, horizons.session.Session)
        self.settlement = None
        self._old_menu = None

        self.cursor = None
        self.coordinates_tooltip = None

        self.keylistener = IngameKeyListener(self.session)

        self.cityinfo = CityInfo(self)
        LastActivePlayerSettlementManager.create_instance(self.session)

        self.message_widget = MessageWidget(self.session)

        # Windows
        self.windows = WindowManager()
        self.open_popup = self.windows.open_popup
        self.open_error_popup = self.windows.open_error_popup

        self.logbook = LogBook(self.session, self.windows)
        self.players_overview = PlayersOverview(self.session)
        self.players_settlements = PlayersSettlements(self.session)
        self.players_ships = PlayersShips(self.session)

        self.chat_dialog = ChatDialog(self.windows, self.session)
        self.change_name_dialog = ChangeNameDialog(self.windows, self.session)
        self.pausemenu = PauseMenu(self.session,
                                   self,
                                   self.windows,
                                   in_editor_mode=False)
        self.help_dialog = HelpDialog(self.windows)

        # Icon manager
        self.status_icon_manager = StatusIconManager(
            renderer=self.session.view.renderer['GenericRenderer'],
            layer=self.session.view.layers[LAYERS.OBJECTS])
        self.production_finished_icon_manager = ProductionFinishedIconManager(
            renderer=self.session.view.renderer['GenericRenderer'],
            layer=self.session.view.layers[LAYERS.OBJECTS])

        # 'minimap' is the guichan gui around the actual minimap, which is saved
        # in self.minimap
        self.mainhud = load_uh_widget('minimap.xml')
        self.mainhud.position_technique = "right:top"

        icon = self.mainhud.findChild(name="minimap")
        self.minimap = Minimap(
            icon,
            targetrenderer=horizons.globals.fife.targetrenderer,
            imagemanager=horizons.globals.fife.imagemanager,
            session=self.session,
            view=self.session.view)

        def speed_up():
            SpeedUpCommand().execute(self.session)

        def speed_down():
            SpeedDownCommand().execute(self.session)

        self.mainhud.mapEvents({
            'zoomIn':
            self.session.view.zoom_in,
            'zoomOut':
            self.session.view.zoom_out,
            'rotateRight':
            Callback.ChainedCallbacks(self.session.view.rotate_right,
                                      self.minimap.rotate_right),
            'rotateLeft':
            Callback.ChainedCallbacks(self.session.view.rotate_left,
                                      self.minimap.rotate_left),
            'speedUp':
            speed_up,
            'speedDown':
            speed_down,
            'destroy_tool':
            self.toggle_destroy_tool,
            'build':
            self.show_build_menu,
            'diplomacyButton':
            self.show_diplomacy_menu,
            'gameMenuButton':
            self.toggle_pause,
            'logbook':
            lambda: self.windows.toggle(self.logbook)
        })
        self.mainhud.show()

        hotkey_replacements = {
            'rotateRight': 'ROTATE_RIGHT',
            'rotateLeft': 'ROTATE_LEFT',
            'speedUp': 'SPEED_UP',
            'speedDown': 'SPEED_DOWN',
            'destroy_tool': 'DESTROY_TOOL',
            'build': 'BUILD_TOOL',
            'gameMenuButton': 'ESCAPE',
            'logbook': 'LOGBOOK',
        }
        for (widgetname, action) in hotkey_replacements.iteritems():
            widget = self.mainhud.findChild(name=widgetname)
            keys = horizons.globals.fife.get_keys_for_action(action)
            # No `.upper()` here: "Pause" looks better than "PAUSE".
            keyname = HOTKEYS.DISPLAY_KEY.get(keys[0], keys[0].capitalize())
            widget.helptext = widget.helptext.format(key=keyname)

        self.resource_overview = ResourceOverviewBar(self.session)

        # Register for messages
        SpeedChanged.subscribe(self._on_speed_changed)
        NewDisaster.subscribe(self._on_new_disaster)
        NewSettlement.subscribe(self._on_new_settlement)
        PlayerLevelUpgrade.subscribe(self._on_player_level_upgrade)
        MineEmpty.subscribe(self._on_mine_empty)
        ZoomChanged.subscribe(self._update_zoom)

        self._display_speed(self.session.timer.ticks_per_second)
Ejemplo n.º 15
0
    def __init__(self, session):
        super(IngameGui, self).__init__()
        self.session = session
        assert isinstance(self.session, horizons.session.Session)
        self.settlement = None
        self._old_menu = None

        self.cursor = None
        self.coordinates_tooltip = None

        self.keylistener = IngameKeyListener(self.session)

        self.cityinfo = CityInfo(self)
        LastActivePlayerSettlementManager.create_instance(self.session)

        self.message_widget = MessageWidget(self.session)

        # Windows
        self.windows = WindowManager()
        self.show_popup = self.windows.show_popup
        self.show_error_popup = self.windows.show_error_popup

        self.logbook = LogBook(self.session, self.windows)
        self.players_overview = PlayersOverview(self.session)
        self.players_settlements = PlayersSettlements(self.session)
        self.players_ships = PlayersShips(self.session)

        self.chat_dialog = ChatDialog(self.windows, self.session)
        self.change_name_dialog = ChangeNameDialog(self.windows, self.session)
        self.pausemenu = PauseMenu(self.session,
                                   self,
                                   self.windows,
                                   in_editor_mode=False)
        self.help_dialog = HelpDialog(self.windows, session=self.session)

        # Icon manager
        self.status_icon_manager = StatusIconManager(
            renderer=self.session.view.renderer['GenericRenderer'],
            layer=self.session.view.layers[LAYERS.OBJECTS])
        self.production_finished_icon_manager = ProductionFinishedIconManager(
            renderer=self.session.view.renderer['GenericRenderer'],
            layer=self.session.view.layers[LAYERS.OBJECTS])

        # 'minimap' is the guichan gui around the actual minimap, which is saved
        # in self.minimap
        self.mainhud = load_uh_widget('minimap.xml')
        self.mainhud.position_technique = "right:top"

        icon = self.mainhud.findChild(name="minimap")
        self.minimap = Minimap(
            icon,
            targetrenderer=horizons.globals.fife.targetrenderer,
            imagemanager=horizons.globals.fife.imagemanager,
            session=self.session,
            view=self.session.view)

        def speed_up():
            SpeedUpCommand().execute(self.session)

        def speed_down():
            SpeedDownCommand().execute(self.session)

        self.mainhud.mapEvents({
            'zoomIn':
            self.session.view.zoom_in,
            'zoomOut':
            self.session.view.zoom_out,
            'rotateRight':
            Callback.ChainedCallbacks(self.session.view.rotate_right,
                                      self.minimap.rotate_right),
            'rotateLeft':
            Callback.ChainedCallbacks(self.session.view.rotate_left,
                                      self.minimap.rotate_left),
            'speedUp':
            speed_up,
            'speedDown':
            speed_down,
            'destroy_tool':
            self.toggle_destroy_tool,
            'build':
            self.show_build_menu,
            'diplomacyButton':
            self.show_diplomacy_menu,
            'gameMenuButton':
            self.toggle_pause,
            'logbook':
            lambda: self.windows.toggle(self.logbook)
        })
        self.mainhud.show()

        self.resource_overview = ResourceOverviewBar(self.session)

        # Register for messages
        SpeedChanged.subscribe(self._on_speed_changed)
        NewDisaster.subscribe(self._on_new_disaster)
        NewSettlement.subscribe(self._on_new_settlement)
        PlayerLevelUpgrade.subscribe(self._on_player_level_upgrade)
        MineEmpty.subscribe(self._on_mine_empty)
        self.session.view.add_change_listener(self._update_zoom)

        self._display_speed(self.session.timer.ticks_per_second)
Ejemplo n.º 16
0
	def __init__(self, session, gui):
		super(IngameGui, self).__init__()
		self.session = session
		assert isinstance(self.session, horizons.session.Session)
		self.main_gui = gui
		self.settlement = None
		self._old_menu = None

		self.cursor = None
		self.coordinates_tooltip = None

		self.keylistener = IngameKeyListener(self.session)

		self.cityinfo = CityInfo(self)
		LastActivePlayerSettlementManager.create_instance(self.session)

		self.message_widget = MessageWidget(self.session)

		# Windows
		self.windows = WindowManager()

		self.logbook = LogBook(self.session, self.windows)
		self.players_overview = PlayersOverview(self.session)
		self.players_settlements = PlayersSettlements(self.session)
		self.players_ships = PlayersShips(self.session)

		self.chat_dialog = ChatDialog(self.windows, self.session)
		self.change_name_dialog = ChangeNameDialog(self.windows, self.session)
		self.pausemenu = PauseMenu(self.session, self, self.windows, in_editor_mode=False)
		self.help_dialog = HelpDialog(self.windows, session=self.session)

		# Icon manager
		self.status_icon_manager = StatusIconManager(
			renderer=self.session.view.renderer['GenericRenderer'],
			layer=self.session.view.layers[LAYERS.OBJECTS]
		)
		self.production_finished_icon_manager = ProductionFinishedIconManager(
			renderer=self.session.view.renderer['GenericRenderer'],
			layer=self.session.view.layers[LAYERS.OBJECTS]
		)

		# 'minimap' is the guichan gui around the actual minimap, which is saved
		# in self.minimap
		self.mainhud = load_uh_widget('minimap.xml')
		self.mainhud.position_technique = "right+0:top+0"

		icon = self.mainhud.findChild(name="minimap")
		self.minimap = Minimap(icon,
		                       targetrenderer=horizons.globals.fife.targetrenderer,
		                       imagemanager=horizons.globals.fife.imagemanager,
		                       session=self.session,
		                       view=self.session.view)

		def speed_up():
			SpeedUpCommand().execute(self.session)

		def speed_down():
			SpeedDownCommand().execute(self.session)

		self.mainhud.mapEvents({
			'zoomIn' : self.session.view.zoom_in,
			'zoomOut' : self.session.view.zoom_out,
			'rotateRight' : Callback.ChainedCallbacks(self.session.view.rotate_right, self.minimap.rotate_right),
			'rotateLeft' : Callback.ChainedCallbacks(self.session.view.rotate_left, self.minimap.rotate_left),
			'speedUp' : speed_up,
			'speedDown' : speed_down,
			'destroy_tool' : self.toggle_destroy_tool,
			'build' : self.show_build_menu,
			'diplomacyButton' : self.show_diplomacy_menu,
			'gameMenuButton' : self.toggle_pause,
			'logbook' : lambda: self.windows.toggle(self.logbook)
		})
		self.mainhud.show()

		self.resource_overview = ResourceOverviewBar(self.session)

		# Register for messages
		SpeedChanged.subscribe(self._on_speed_changed)
		NewDisaster.subscribe(self._on_new_disaster)
		NewSettlement.subscribe(self._on_new_settlement)
		PlayerLevelUpgrade.subscribe(self._on_player_level_upgrade)
		MineEmpty.subscribe(self._on_mine_empty)
		self.session.view.add_change_listener(self._update_zoom)

		self._display_speed(self.session.timer.ticks_per_second)
Ejemplo n.º 17
0
	def __init__(self, session):
		super(IngameGui, self).__init__()
		self.session = session
		assert isinstance(self.session, horizons.session.Session)
		self.settlement = None
		self._old_menu = None

		self.cursor = None
		self.coordinates_tooltip = None

		self.keylistener = IngameKeyListener(self.session)

		self.cityinfo = CityInfo(self)
		LastActivePlayerSettlementManager.create_instance(self.session)

		self.message_widget = MessageWidget(self.session)

		# Windows
		self.windows = WindowManager()
		self.show_popup = self.windows.show_popup
		self.show_error_popup = self.windows.show_error_popup

		self.logbook = LogBook(self.session, self.windows)
		self.players_overview = PlayersOverview(self.session)
		self.players_settlements = PlayersSettlements(self.session)
		self.players_ships = PlayersShips(self.session)

		self.chat_dialog = ChatDialog(self.windows, self.session)
		self.change_name_dialog = ChangeNameDialog(self.windows, self.session)
		self.pausemenu = PauseMenu(self.session, self, self.windows, in_editor_mode=False)
		self.help_dialog = HelpDialog(self.windows, session=self.session)

		# Icon manager
		self.status_icon_manager = StatusIconManager(
			renderer=self.session.view.renderer['GenericRenderer'],
			layer=self.session.view.layers[LAYERS.OBJECTS]
		)
		self.production_finished_icon_manager = ProductionFinishedIconManager(
			renderer=self.session.view.renderer['GenericRenderer'],
			layer=self.session.view.layers[LAYERS.OBJECTS]
		)

		# 'minimap' is the guichan gui around the actual minimap, which is saved
		# in self.minimap
		self.mainhud = load_uh_widget('minimap.xml')
		self.mainhud.position_technique = "right:top"

		icon = self.mainhud.findChild(name="minimap")
		self.minimap = Minimap(icon,
		                       targetrenderer=horizons.globals.fife.targetrenderer,
		                       imagemanager=horizons.globals.fife.imagemanager,
		                       session=self.session,
		                       view=self.session.view)

		def speed_up():
			SpeedUpCommand().execute(self.session)

		def speed_down():
			SpeedDownCommand().execute(self.session)

		self.mainhud.mapEvents({
			'zoomIn' : self.session.view.zoom_in,
			'zoomOut' : self.session.view.zoom_out,
			'rotateRight' : Callback.ChainedCallbacks(self.session.view.rotate_right, self.minimap.rotate_right),
			'rotateLeft' : Callback.ChainedCallbacks(self.session.view.rotate_left, self.minimap.rotate_left),
			'speedUp' : speed_up,
			'speedDown' : speed_down,
			'destroy_tool' : self.toggle_destroy_tool,
			'build' : self.show_build_menu,
			'diplomacyButton' : self.show_diplomacy_menu,
			'gameMenuButton' : self.toggle_pause,
			'logbook' : lambda: self.windows.toggle(self.logbook)
		})
		self.mainhud.show()

		hotkey_replacements = {
			'rotateRight': 'ROTATE_RIGHT',
			'rotateLeft': 'ROTATE_LEFT',
			'speedUp': 'SPEED_UP',
			'speedDown': 'SPEED_DOWN',
			'destroy_tool': 'DESTROY_TOOL',
			'build': 'BUILD_TOOL',
			'gameMenuButton': 'ESCAPE',
			'logbook': 'LOGBOOK',
		}
		for (widgetname, action) in hotkey_replacements.iteritems():
			widget = self.mainhud.findChild(name=widgetname)
			keys = horizons.globals.fife.get_keys_for_action(action)
			# No `.upper()` here: "Pause" looks better than "PAUSE".
			keyname = HOTKEYS.DISPLAY_KEY.get(keys[0], keys[0].capitalize())
			widget.helptext = widget.helptext.format(key=keyname)

		self.resource_overview = ResourceOverviewBar(self.session)

		# Register for messages
		SpeedChanged.subscribe(self._on_speed_changed)
		NewDisaster.subscribe(self._on_new_disaster)
		NewSettlement.subscribe(self._on_new_settlement)
		PlayerLevelUpgrade.subscribe(self._on_player_level_upgrade)
		MineEmpty.subscribe(self._on_mine_empty)
		ZoomChanged.subscribe(self._update_zoom)

		self._display_speed(self.session.timer.ticks_per_second)