Ejemplo n.º 1
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    def return_savegame(self):
        save = self.listbox.current_item()
        try:
            sv.load_savegame(save)
            return True
        except sv.SavegameVersionException as e:
            md = dialog.MessageDialog(self, pos=(-.5,-.5), size=(.5,.5),
                                      anchor=constants.MID_CENTER,
                                      text=_("""
This save file '{SAVE_NAME}' is from an unsupported or invalid version:
{VERSION}.
""", SAVE_NAME=save.name, VERSION=e.version))

            dialog.call_dialog(md, self)
        except Exception:
            log_func_exc(sv.load_savegame)
            md = dialog.MessageDialog(self, pos=(-.5,-.5), size=(.5,.5),
                      anchor=constants.MID_CENTER,
                      text=_("""
Attempting to load the save file '{SAVE_NAME}' caused an unexpected error.

A report was written out to{LOG_TEXT}
Please create a issue with this report and this savegame at Github:
https://github.com/singularity/singularity
""", \
SAVE_NAME = save.name, \
LOG_TEXT = (":\n" + g.logfile if g.logfile is not None else " console output.")))
            dialog.call_dialog(md, self)
            return False
Ejemplo n.º 2
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 def handle_double_click(self, event):
     if self.listbox.is_over(event.pos) and 0 <= self.listbox.list_pos < len(self.key_list):
         message = self.key_list[self.listbox.list_pos]
         message_dialog = dialog.MessageDialog(self, text_size=20)
         message_dialog.text = message.full_message
         message_dialog.color = message.full_message_color
         dialog.call_dialog(message_dialog, self)
Ejemplo n.º 3
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 def open_base(self):
     if 0 <= self.listbox.list_pos < len(self.listbox.key_list):
         base = self.listbox.key_list[self.listbox.list_pos]
         if not base.done:
             return
         self.base_dialog.base = base
         dialog.call_dialog(self.base_dialog, self)
         self.needs_rebuild = True
         self.parent.needs_rebuild = True
Ejemplo n.º 4
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 def destroy_base(self):
     if 0 <= self.listbox.list_pos < len(self.listbox.key_list):
         selected_base = self.listbox.key_list[self.listbox.list_pos]
         all_active_bases = [b for b in g.all_bases() if b.maintains_singularity]
         if len(all_active_bases) == 1 and all_active_bases[0] == selected_base:
             dialog.call_dialog(self.cannot_destroy_last_base, self)
         elif dialog.call_dialog(self.confirm_destroy, self):
             selected_base.destroy()
             self.listbox.list = [b.name for b in self.location.bases]
             self.listbox.key_list = self.location.bases
             self.needs_rebuild = True
             self.parent.needs_rebuild = True
Ejemplo n.º 5
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    def convert_save(self):
        save = self.listbox.current_item()
        if save is None:
            return
        if not self._load_savegame(save):
            return
        # For ".sav" files, we end up creating a parallel ".s2" file and need
        # to clean up the ".sav" file manually.
        overwrites_in_place = False
        if sv.savegame_exists(save.name):
            if save.savegame_format.internal_version < 99.8:
                # We seem to be updating a ".sav" file but there is an ".s2"
                # file?  This should only happen to beta testers
                yn = dialog.YesNoDialog(
                    self,
                    pos=(-.5, -.5),
                    size=(-.5, -.5),
                    anchor=constants.MID_CENTER,
                    text=_(
                        "A savegame with the same name but for a newer version exists.\n"
                        "Are you sure to overwrite the saved game ?"))
                overwrite = dialog.call_dialog(yn, self)
                if not overwrite:
                    return
            else:
                # Saving will override in place;
                overwrites_in_place = True

        sv.create_savegame(save.name)
        if not overwrites_in_place:
            sv.delete_savegame(save)
        self.reload_savegames()
Ejemplo n.º 6
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    def check_restart(self):
        # Test all changes that require a restart. Currently, none.
        # We keep it for future need...
        need_restart = False

        # Add restart test here.

        if not need_restart:
            # No restart required. Simply exit the dialog respecting all hooks
            self.yes_button.exit_dialog()
            return

        # Ask user about a restart
        ask_restart = dialog.YesNoDialog(
            self,
            pos=(-.50, -.50),
            anchor=constants.MID_CENTER,
            text=
            _("""You must restart for some of the changes to be fully applied.\n
Would you like to restart the game now?"""),
        )
        if dialog.call_dialog(ask_restart, self):
            # YES, go for it
            #TODO: check if there is an ongoing game, save it under a special
            #      name and automatically load it after restart using a custom
            #      command-line argument
            save_options()
            restart()
        else:
            # NO, revert "restart-able" changes
            pass
Ejemplo n.º 7
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 def show_dialog(self):
     """When the assigned dialog exits, raises Handled with the dialog's
        exit code as a parameter.  Subclass if you care what the code was."""
     if not self.dialog:
         raise constants.Handled
     else:
         from singularity.code.graphics import dialog
         raise constants.Handled(dialog.call_dialog(self.dialog, self))
Ejemplo n.º 8
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 def new_base(self):
     result = dialog.call_dialog(self.new_base_dialog, self)
     if result:
         base_type, base_name = result
         new_base = base.Base(base_type, base_name)
         self.location.add_base(new_base)
         self.needs_rebuild = True
         self.parent.needs_rebuild = True
Ejemplo n.º 9
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 def steal_money(self):
     asked = dialog.call_dialog(self.steal_amount_dialog, self)
     try:
         g.pl.cash += int(asked)
     except ValueError:
         pass
     else:
         self.needs_rebuild = True
Ejemplo n.º 10
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 def rename_base(self):
     if 0 <= self.listbox.list_pos < len(self.listbox.key_list):
         base = self.listbox.key_list[self.listbox.list_pos]
         self.name_dialog.default_text = base.name
         name = dialog.call_dialog(self.name_dialog, self)
         if name:
             base.name = name
             self.needs_rebuild = True
Ejemplo n.º 11
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    def save_game(self):
        self.savename_dialog.default_text = sv.default_savegame_name
        name = dialog.call_dialog(self.savename_dialog, self)
        if name:
            if sv.savegame_exists(name):
                yn = dialog.YesNoDialog(
                    self,
                    pos=(-.5, -.5),
                    size=(-.5, -.5),
                    anchor=constants.MID_CENTER,
                    text=_("A savegame with the same name exists.\n"
                           "Are you sure to overwrite the saved game ?"))
                overwrite = dialog.call_dialog(yn, self)
                if not overwrite:
                    return

            sv.create_savegame(name)
            raise constants.ExitDialog(False)
Ejemplo n.º 12
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 def delete_savegame(self):
     yn = dialog.YesNoDialog(self, pos=(-.5,-.5), size=(-.5,-1),
                             anchor=constants.MID_CENTER,
                             text=_("Are you sure to delete the saved game ?"))
     delete = dialog.call_dialog(yn, self)
     yn.parent = None
     if delete:
         save = self.listbox.current_item()
         sv.delete_savegame(save)
         self.reload_savegames()
Ejemplo n.º 13
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    def save_game(self):
        # If no savename was set yet, use current difficulty
        if not sv.last_savegame_name:
            sv.last_savegame_name = g.strip_hotkey(g.pl.difficulty.name)
        self.savename_dialog.default_text = sv.last_savegame_name
        self.savename_dialog.add_handler(constants.KEYUP, self.check_filename)
        self.savename_dialog.text_field.has_focus = True

        name = dialog.call_dialog(self.savename_dialog, self).strip()
        if name:
            if sv.savegame_exists(name):
                yn = dialog.YesNoDialog(self, pos=(-.5,-.5), size=(-.5,-.5),
                                        anchor=constants.MID_CENTER,
                                        text=_("A savegame with the same name exists.\n"
                                               "Are you sure to overwrite the saved game ?"))
                overwrite = dialog.call_dialog(yn, self)
                if not overwrite:
                    self.save_game()

            sv.create_savegame(name)
            raise constants.ExitDialog(False)
Ejemplo n.º 14
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    def handle_double_click(self, event):
        if self.listbox.is_over(event.pos) and 0 <= self.listbox.list_pos < len(self.key_list):
            message = self.key_list[self.listbox.list_pos]
            # use the MapScreen (our parent) as parent for the dialog to match
            # how it is originally shown (plus to avoid "cannot fit" warnings
            # when the dialog is larger than the log screen)
            message_dialog = dialog.MessageDialog(self.parent, text_size=20)
            message_dialog.text = message.full_message
            message_dialog.color = message.full_message_color

            # Because we need to use the MapScreen as parent, we need to juggle
            # things manually (as call_dialog works with a different assumption
            # than we need).
            try:
                self.visible = False
                dialog.call_dialog(message_dialog, self.parent)
            finally:
                self.visible = True
                self.needs_rebuild = True
                self.parent.needs_rebuild = True
                self.parent.lost_focus()
                self.regained_focus()
Ejemplo n.º 15
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    def show(self):
        self.force_update()

        from singularity.code.safety import safe_call
        # By using safe call here (and only here), if an error is raised
        # during the game, it will drop back out of all the menus, without
        # doing anything, and open the pause dialog, so that the player can
        # save or quit even if the error occurs every game tick.
        while safe_call(super(MapScreen, self).show, on_error=True):
            for child in self.children:
                if isinstance(child, dialog.Dialog):
                    child.visible = False

            # Display a message so the player understand better what happened.
            msg = _("""
A error has occurred. The game will automatically pause and open the game menu. You can continue and save or quit immediately.

A report was written out to%s
Please create a issue with this report at github:
https://github.com/singularity/singularity
""" % (":\n" + g.logfile if g.logfile is not None else " console output."))
            d = dialog.YesNoDialog(self,
                                   pos=(-.5, -.5),
                                   size=(-.5, -.5),
                                   anchor=constants.MID_CENTER,
                                   yes_type="continue",
                                   no_type="quit",
                                   text=msg)
            cont = dialog.call_dialog(d, self)

            if not cont:
                raise SystemExit

            exit = dialog.call_dialog(self.menu_dialog, self)
            if exit:
                self.visible = False
                return
Ejemplo n.º 16
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    def show_list(self, message_type, messages):
        if (len(messages) == 0):
            return

        self.dialog.type = message_type
        self.dialog.list = messages
        ret = dialog.call_dialog(self.dialog, self.screen)

        # Pause game
        if (not ret):
            g.pl.pause_game()
            return True

        # Continue
        return False
Ejemplo n.º 17
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    def show_story_section(self, name):
        section = list(g.get_story_section(name))

        first_dialog = dialog.YesNoDialog(self, yes_type=N_("&CONTINUE"),
                                          no_type=N_("&SKIP"))
        last_dialog = dialog.MessageDialog(self, ok_type=N_("&OK"))

        for num, segment in enumerate(section):
            story_dialog = first_dialog if num != len(section) - 1 else last_dialog
            story_dialog.text = segment

            if not dialog.call_dialog(story_dialog, self):
                break

        first_dialog.parent = None
        last_dialog.parent = None
Ejemplo n.º 18
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    def show_story_section(self, name):
        section = list(g.get_story_section(name))

        first_dialog = dialog.YesNoDialog(self,
                                          yes_type="continue",
                                          no_type="skip")
        last_dialog = dialog.MessageDialog(self, ok_type="ok")

        for num, segment in enumerate(section):
            story_dialog = first_dialog if num != len(
                section) - 1 else last_dialog
            story_dialog.text = segment

            if not dialog.call_dialog(story_dialog, self):
                break

        first_dialog.parent = None
        last_dialog.parent = None
Ejemplo n.º 19
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    def build_item(self, type):
        if (type.id == "cpu"):
            build_dialog = self.multiple_build_dialog
        else:
            build_dialog = self.build_dialog

        build_dialog.type = type

        result = dialog.call_dialog(build_dialog, self)
        if result is not None and 0 <= result < len(build_dialog.key_list):
            item_type = build_dialog.key_list[result]

            count = 1
            if (type.id == "cpu"):
                count = build_dialog.count

            self.set_current(type, item_type, count)
            self.needs_rebuild = True
            self.parent.parent.needs_rebuild = True
Ejemplo n.º 20
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 def load_game(self):
     did_load = dialog.call_dialog(self.load_dialog, self)
     if did_load:
         dialog.call_dialog(self.map_screen, self)
Ejemplo n.º 21
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 def new_game(self):
     difficulty = dialog.call_dialog(self.difficulty_dialog, self)
     if difficulty is not None:
         g.new_game(difficulty)
         dialog.call_dialog(self.map_screen, self)
Ejemplo n.º 22
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 def open_location(self, location):
     self.location_dialog.location = g.pl.locations[location]
     dialog.call_dialog(self.location_dialog, self)
     return
Ejemplo n.º 23
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 def show_message(self, message, color=None):
     self.message_dialog.text = message
     if color == None:
         color = "text"
     self.message_dialog.color = color
     dialog.call_dialog(self.message_dialog, self)
Ejemplo n.º 24
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 def show_menu():
     exit = dialog.call_dialog(self.menu_dialog, self)
     if exit:
         raise constants.ExitDialog
Ejemplo n.º 25
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 def show_filters(self):
     dialog.call_dialog(self.filter_log_dialog, self)
     self.needs_rebuild = True
Ejemplo n.º 26
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 def load_game(self):
     did_load = dialog.call_dialog(self.load_dialog, self)
     if did_load:
         self._map_screen.force_update()
         raise constants.ExitDialog(False)
Ejemplo n.º 27
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    def hidden_state(self):

        presenters = {
            float: lambda x: round(x, 4),
            Location: lambda x: x.id,
        }

        def _dump_dict(prefix, mapping):
            if isinstance(mapping, collections.OrderedDict):
                keys = mapping
            else:
                keys = sorted(mapping)
            for key in keys:
                prop_name = '%s["%s"]' % (prefix, key)
                value = mapping[key]
                presenter = presenters.get(type(value), repr)
                yield "%s = %s" % (prop_name, presenter(value))

        def _properties_from_object(name, object, properties):
            for p in properties:
                value = getattr(object, p)
                prop_name = '%s.%s' % (name, p)
                if callable(value):
                    value = value()
                    prop_name += '()'
                if isinstance(value, collections.Mapping):
                    for v in _dump_dict(prop_name, value):
                        yield v
                else:
                    presenter = presenters.get(type(value), repr)
                    yield "%s = %s" % (prop_name, presenter(value))

        bases = []
        state_prop = []
        state_prop.extend(
            _properties_from_object('player.difficulty', g.pl.difficulty,
                                    difficulty.columns))
        state_prop.extend(
            _properties_from_object('player', g.pl, [
                'cash',
                'partial_cash',
                'labor_bonus',
                'job_bonus',
                'last_discovery',
                'prev_discovery',
                'used_cpu',
            ]))

        for group in g.pl.groups.values():
            name = 'groups["%s"]' % group.spec.id
            state_prop.extend(
                _properties_from_object(name, group, [
                    'suspicion',
                    'suspicion_decay',
                    'discover_bonus',
                    'discover_suspicion',
                    'decay_rate',
                ]))

        for location_id in sorted(g.locations):
            location = g.pl.locations[location_id]
            name = 'locations["%s"]' % location.id
            state_prop.extend(
                _properties_from_object(name, location, [
                    'safety',
                    'modifiers',
                    'discovery_bonus',
                ]))
            bases.extend((x, location) for x in location.bases)

        for event_id in sorted(g.pl.events):
            event = g.pl.events[event_id]
            name = 'events["%s"]' % event_id
            state_prop.extend(
                _properties_from_object(name, event, [
                    'event_type',
                    'chance',
                    'unique',
                    'triggered',
                ]))

        for i, base_w_loc in enumerate(bases):
            base, location = base_w_loc
            name = 'bases[%d]' % i
            state_prop.extend(_properties_from_object(name, base, [
                'name',
            ]))
            state_prop.append("%s.location = %s" % (name, location.id))
            state_prop.extend(
                _properties_from_object(name, base, [
                    'started_at',
                    'grace_over',
                    'get_detect_chance',
                ]))

        state_dialog = dialog.ChoiceDialog(
            self, list=state_prop, background_color='hidden_state_menu')
        state_dialog.listbox.item_selectable = False
        state_dialog.listbox.align = constants.LEFT
        dialog.call_dialog(state_dialog, self)
Ejemplo n.º 28
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    def set_current(self, type, item_type, count):
        if type.id == "cpu":
            space_left = self.base.space_left_for(item_type)

            try:
                count = int(count)
            except ValueError:
                msg = _(
                    "\"%(value)s\" does not seem to be a valid integer.") % {
                        "value": count
                    }
                md = dialog.MessageDialog(self,
                                          pos=(-.5, -.5),
                                          size=(-.5, -1),
                                          anchor=constants.MID_CENTER,
                                          text=msg)
                dialog.call_dialog(md, self)
                md.parent = None
                return

            if count > space_left or count <= 0 or space_left == 0:
                if space_left > 0:
                    msg = _("Please choose an integer between 1 and %(limit)s."
                            ) % {
                                "limit": space_left
                            }
                else:
                    msg = _(
                        "The base cannot support any additional number of %(item_name)s."
                    ) % {
                        "item_name": item_type.name
                    }
                md = dialog.MessageDialog(self,
                                          pos=(-.5, -.5),
                                          size=(-.5, -1),
                                          anchor=constants.MID_CENTER,
                                          text=msg)
                dialog.call_dialog(md, self)
                md.parent = None
                return

            # If there are any existing CPUs of this type, warn that they will
            # be taken offline until construction finishes.
            cpu_added = self.base.cpus is not None \
                        and self.base.cpus.spec == item_type
            if cpu_added:
                space_left -= self.base.cpus.count
                if self.base.cpus.done:
                    msg = _(
                        "I will need to take the existing processors offline while I install the new ones. Continue anyway?"
                    )
                    yn = dialog.YesNoDialog(self,
                                            pos=(-.5, -.5),
                                            size=(-.5, -1),
                                            anchor=constants.MID_CENTER,
                                            text=msg)
                    go_ahead = dialog.call_dialog(yn, self)
                    yn.parent = None
                    if not go_ahead:
                        return

            # If there are already existing CPUs of other type, warn that they will
            # be taken removed.
            cpu_removed = self.base.cpus is not None \
                        and self.base.cpus.spec != item_type
            if cpu_removed:
                msg = _(
                    "I will need to remove the existing different processors while I install the new type. Continue anyway?"
                )
                yn = dialog.YesNoDialog(self,
                                        pos=(-.5, -.5),
                                        size=(-.5, -1),
                                        anchor=constants.MID_CENTER,
                                        text=msg)
                go_ahead = dialog.call_dialog(yn, self)
                yn.parent = None
                if not go_ahead:
                    return

            new_cpus = item.Item(item_type, base=self.base, count=count)
            if cpu_added:
                self.base.cpus += new_cpus
            else:
                self.base.cpus = new_cpus
            self.base.check_power()
        else:
            old_item = self.base.items[type.id]
            if old_item is None or old_item.spec != item_type:
                self.base.items[type.id] = item.Item(item_type, base=self.base)
                self.base.check_power()

        self.base.recalc_cpu()
Ejemplo n.º 29
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 def new_game(self):
     difficulty = dialog.call_dialog(self.difficulty_dialog, self)
     if difficulty is not None:
         sv.last_savegame_name = None
         g.new_game(difficulty)
         dialog.call_dialog(self.map_screen, self)
Ejemplo n.º 30
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 def show_help(self, danger_level):
     self.help_dialog.text = _(
         "This technology is too dangerous to research on any of the computers I have. {TEXT}"
     ).format(TEXT=g.dangers[danger_level].research_desc)
     dialog.call_dialog(self.help_dialog, self)