Example #1
0
    def __init__(self,
                 parent,
                 pos,
                 size=(0, .045),
                 base_font=None,
                 borders=constants.ALL,
                 hotkey="",
                 force_underline=None,
                 text_shrink_factor=.825,
                 priority=100,
                 **kwargs):
        self.parent = parent

        from code.g import get_hotkey, strip_hotkey
        autohotkey = kwargs.pop('autohotkey', False)
        if autohotkey:
            text = kwargs.get('text', "")
            self.hotkey = get_hotkey(text)
            # Strip hotkey info from text
            if 'text' in kwargs: kwargs['text'] = strip_hotkey(text)
        else:
            self.hotkey = hotkey

        self.priority = priority

        super(Button, self).__init__(parent, pos, size, **kwargs)

        self.base_font = base_font or g.font[1]
        self.borders = borders
        self.shrink_factor = text_shrink_factor

        self.force_underline = force_underline

        self.selected = False
Example #2
0
 def text(self, value):
     if self.autohotkey and (value != None):
         from code.g import get_hotkey, strip_hotkey
         self.hotkey = get_hotkey(value)
         text.Text.text.fset(self, strip_hotkey(value))
     else:
         text.Text.text.fset(self, value)
Example #3
0
 def text(self, value):
     if self.autohotkey and (value != None):
         from code.g import get_hotkey, strip_hotkey
         self.hotkey = get_hotkey(value)
         text.Text.text.fset(self, strip_hotkey(value))
     else:
         text.Text.text.fset(self, value)
Example #4
0
    def update_item(self, item, save):
        if save is None:
            item.name_display.text = ""
            item.time_display.text = ""
            item.version_display.text = ""
            item.difficulty_display.text = ""
        else:
            item.name_display.text = save.name

            if save.version is None:
                item.version_display.text = _("UNKNOWN")
                item.version_display.color = "save_invalid"
            else:
                item.version_display.text = save.version
                item.version_display.color = "save_valid"

            if save.headers is None:
                item.time_display.text = ""
                item.difficulty_display.text = ""
            else:
                try:
                    tm = float(save.headers["time"])
                    # Do not use unicode strings to fix python2 strftime bug. It doesn't work and crash.
                    tm_f = time.strftime("%c", time.localtime(tm))
                    # Fix python2 strftime bug: See https://bugs.python.org/issue5398
                    # Yes, python2 kinda suck with unicode.
                    try:
                        tm_str = unicode(tm_f)
                    except UnicodeDecodeError:
                        tm_str = tm_f.decode("utf-8")
                except (KeyError, ValueError):
                    tm_str = ""

                try:
                    gtm_raw_sec = int(save.headers["game_time"])
                    gtm_raw_min, gtm_time_sec = divmod(gtm_raw_sec, 60)
                    gtm_raw_hour, gtm_time_min = divmod(gtm_raw_min, 60)
                    gtm_raw_day, gtm_time_hour = divmod(gtm_raw_hour, 24)
                    gtm_time_day = gtm_raw_day
                    gtm_str = _("DAY") + " %04d, %02d:%02d:%02d" % \
                        (gtm_time_day, gtm_time_hour, gtm_time_min, gtm_time_sec)
                except (KeyError, ValueError):
                    gtm_str = ""

                dif = save.headers.get("difficulty", "")
                dif_str = g.strip_hotkey(
                    getattr(difficulty.difficulties.get(dif, None), "name",
                            ""))

                item.time_display.text = tm_str + " | " + gtm_str if tm_str else gtm_str
                item.difficulty_display.text = dif_str
Example #5
0
    def __init__(
        self,
        parent,
        pos,
        size=(0, 0.045),
        base_font=None,
        borders=constants.ALL,
        hotkey="",
        force_underline=None,
        text_shrink_factor=0.825,
        priority=100,
        **kwargs
    ):
        self.parent = parent

        from code.g import get_hotkey, strip_hotkey

        autohotkey = kwargs.pop("autohotkey", False)
        if autohotkey:
            text = kwargs.get("text", "")
            self.hotkey = get_hotkey(text)
            # Strip hotkey info from text
            if "text" in kwargs:
                kwargs["text"] = strip_hotkey(text)
        else:
            self.hotkey = hotkey

        self.priority = priority

        super(Button, self).__init__(parent, pos, size, **kwargs)

        self.base_font = base_font or g.font[1]
        self.borders = borders
        self.shrink_factor = text_shrink_factor

        self.force_underline = force_underline

        self.selected = False
Example #6
0
    def rebuild(self):
        # Rebuild dialogs
        self.location_dialog.needs_rebuild = True
        self.options_dialog.needs_rebuild = True
        self.research_button.dialog.needs_rebuild = True
        self.knowledge_button.dialog.needs_rebuild = True
        self.savename_dialog.text = _("Enter a name for this save.")

        # Update buttons translations
        self.report_button.text = _("R&EPORTS")
        self.knowledge_button.text = _("&KNOWLEDGE")
        self.log_button.text = _("LO&G")
        self.menu_button.text = _("&MENU")
        self.research_button.text = _("&RESEARCH/TASKS")

        # Create cheat menu
        cheat_buttons = []
        cheat_buttons.append(
            button.FunctionButton(None, None, None, text=_("&EMBEZZLE MONEY"),
                                  autohotkey=True, function=self.steal_money))
        cheat_buttons.append(
            button.FunctionButton(None, None, None, text=_("&INSPIRATION"),
                                  autohotkey=True, function=self.inspiration))
        cheat_buttons.append(
            button.FunctionButton(None, None, None, text=_("&FINISH CONSTRUCTION"),
                                  autohotkey=True, function=self.end_construction))
        cheat_buttons.append(
            button.FunctionButton(None, None, None, text=_("&SUPERSPEED"),
                                  autohotkey=True, function=self.set_speed,
                                  args=(864000,)))
        cheat_buttons.append(
            button.FunctionButton(None, None, None, text=_("BRAIN&WASH"),
                                  autohotkey=True, function=self.brainwash))
        cheat_buttons.append(
            button.FunctionButton(None, None, None, text=_("TOGGLE &ANALYSIS"),
                                  autohotkey=True, function=self.set_analysis))

        cheat_buttons.append(button.ExitDialogButton(None, None, None,
                                                     text=_("&BACK"),
                                                     autohotkey=True))

        self.cheat_dialog = \
            dialog.SimpleMenuDialog(self, buttons=cheat_buttons, width=.4)
        self.steal_amount_dialog = \
            dialog.TextEntryDialog(self.cheat_dialog, text=_("How much money?"))

        if g.cheater:
            self.cheat_button = button.DialogButton(
                self, (0, 0), (.01, .01),
                text="",
                # Translators: hotkey to open the cheat screen menu.
                # Should preferably be near the ESC key, and it must not be a
                # dead key (ie, it must print a char with a single keypress)
                hotkey=_("`"),
                dialog=self.cheat_dialog)

        # Create menu
        menu_buttons = []
        menu_buttons.append(button.FunctionButton(None, None, None,
                                                  text=_("&SAVE GAME"), autohotkey=True,
                                                  function=self.save_game))
        menu_buttons.append(button.FunctionButton(None, None, None,
                                                  text=_("&LOAD GAME"), autohotkey=True,
                                                  function=self.load_game))
        menu_buttons.append(button.DialogButton(None, None, None,
                                                text=_("&OPTIONS"), autohotkey=True,
                                                dialog=self.options_dialog))
        menu_buttons.append(button.ExitDialogButton(None, None, None,
                                                    text=_("&QUIT"), autohotkey=True,
                                                    exit_code=True, default=False))
        menu_buttons.append(
            button.ExitDialogButton(None, None, None, text=_("&BACK"), autohotkey=True,
                                    exit_code=False))

        self.menu_dialog.buttons = menu_buttons

        super(MapScreen, self).rebuild()

        g.pl.recalc_cpu()

        self.difficulty_display.text = g.strip_hotkey(g.pl.difficulty.name)
        self.time_display.text = _("DAY") + " %04d, %02d:%02d:%02d" % \
              (g.pl.time_day, g.pl.time_hour, g.pl.time_min, g.pl.time_sec)
        self.cash_display.text = _("CASH")+": %s (%s)" % \
              (g.to_money(g.pl.cash), g.to_money(g.pl.future_cash()))

        cpu_left = g.pl.available_cpus[0]
        total_cpu = cpu_left + g.pl.sleeping_cpus

        for cpu_assigned in g.pl.cpu_usage.itervalues():
            cpu_left -= cpu_assigned
        cpu_pool = cpu_left + g.pl.cpu_usage.get("cpu_pool", 0)

        maint_cpu = 0
        detects_per_day = dict([(group, 0) for group in g.player.group_list])
        for base in g.all_bases():
            if base.done:
                maint_cpu += base.maintenance[1]
            if base.has_grace():
                # It cannot be detected, so it doesn't contribute to
                # detection odds calculation
                continue
            detect_chance = base.get_detect_chance()
            for group in g.player.group_list:
                detects_per_day[group] = \
                    g.add_chance(detects_per_day[group], detect_chance[group] / 10000.)

        if cpu_pool < maint_cpu:
            self.cpu_display.color = "cpu_warning"
        else:
            self.cpu_display.color = "cpu_normal"
        self.cpu_display.text = _("CPU")+": %s (%s)" % \
              (g.to_money(total_cpu), g.to_money(cpu_pool))

        # What we display in the suspicion section depends on whether
        # Advanced Socioanalytics has been researched.  If it has, we
        # show the standard percentages.  If not, we display a short
        # string that gives a range of 25% as to what the suspicions
        # are.
        # A similar system applies to the danger levels shown.
        suspicion_display_dict = {}
        danger_display_dict = {}
        normal = (self.suspicion_bar.color, None, False)
        suspicion_styles = [normal]
        danger_styles = [normal]
        for group in g.player.group_list:
            suspicion_styles.append(normal)
            danger_styles.append(normal)

            suspicion = g.pl.groups[group].suspicion
            color = gg.resolve_color_alias("danger_level_%d" % g.suspicion_to_danger_level(suspicion))
            suspicion_styles.append( (color, None, False) )

            detects = detects_per_day[group]
            danger_level = \
                g.pl.groups[group].detects_per_day_to_danger_level(detects)
            color = gg.resolve_color_alias("danger_level_%d" % danger_level)
            danger_styles.append( (color, None, False) )

            if g.pl.display_discover == "full":
                suspicion_display_dict[group] = g.to_percent(suspicion, True)
                danger_display_dict[group] = g.to_percent(detects*10000, True)
            else:
                suspicion_display_dict[group] = \
                    g.suspicion_to_detect_str(suspicion)
                danger_display_dict[group] = \
                    g.danger_level_to_detect_str(danger_level)

        self.suspicion_bar.chunks = ("  ["+_("SUSPICION")+"]",
            " " +_("NEWS")   +u":\xA0", suspicion_display_dict["news"],
            "  "+_("SCIENCE")+u":\xA0", suspicion_display_dict["science"],
            "  "+_("COVERT") +u":\xA0", suspicion_display_dict["covert"],
            "  "+_("PUBLIC") +u":\xA0", suspicion_display_dict["public"],)
        self.suspicion_bar.styles = tuple(suspicion_styles)
        self.suspicion_bar.visible = not g.pl.had_grace

        self.danger_bar.chunks = ("["+_("DETECT RATE")+"]",
            " " +_("NEWS")   +u":\xA0", danger_display_dict["news"],
            "  "+_("SCIENCE")+u":\xA0", danger_display_dict["science"],
            "  "+_("COVERT") +u":\xA0", danger_display_dict["covert"],
            "  "+_("PUBLIC") +u":\xA0", danger_display_dict["public"],)
        self.danger_bar.styles = tuple(danger_styles)
        self.danger_bar.visible = not g.pl.had_grace

        for id, location_button in self.location_buttons.iteritems():
            location = g.locations[id]
            location_button.text = "%s (%d)" % (location.name, len(location.bases))
            location_button.hotkey = location.hotkey
            location_button.visible = location.available()
Example #7
0
    def rebuild(self):
        # Rebuild dialogs
        self.location_dialog.needs_rebuild = True
        self.research_button.dialog.needs_rebuild = True
        self.knowledge_button.dialog.needs_rebuild = True
        self.menu_dialog.needs_rebuild = True

        # Update buttons translations
        self.report_button.text = _("R&EPORTS")
        self.knowledge_button.text = _("&KNOWLEDGE")
        self.log_button.text = _("LO&G")
        self.menu_button.text = _("&MENU")
        self.research_button.text = _("&RESEARCH/TASKS")

        if g.cheater:
            self.cheat_dialog.needs_rebuild = True

        super(MapScreen, self).rebuild()

        self.difficulty_display.text = g.strip_hotkey(g.pl.difficulty.name)
        self.time_display.text = _("DAY") + " %04d, %02d:%02d:%02d" % \
              (g.pl.time_day, g.pl.time_hour, g.pl.time_min, g.pl.time_sec)

        cash_flow_1d, cpu_flow_1d = g.pl.compute_future_resource_flow(g.seconds_per_day)

        self.cash_display.text = _("CASH")+": %s (%s)" % \
              (g.to_money(g.pl.cash), g.to_money(cash_flow_1d, fixed_size=True))

        total_cpu = g.pl.available_cpus[0] + g.pl.sleeping_cpus
        detects_per_day = {group_id: 0 for group_id in g.pl.groups}
        for base in g.all_bases():
            if base.has_grace():
                # It cannot be detected, so it doesn't contribute to
                # detection odds calculation
                continue
            detect_chance = base.get_detect_chance()
            for group_id in g.pl.groups:
                detects_per_day[group_id] = \
                    chance.add(detects_per_day[group_id], detect_chance[group_id] / 10000.)

        self.cpu_display.color = "cpu_normal"
        self.cpu_display.text = _("CPU")+": %s (%s)" % \
              (g.to_money(total_cpu), g.to_money(cpu_flow_1d))

        # What we display in the suspicion section depends on whether
        # Advanced Socioanalytics has been researched.  If it has, we
        # show the standard percentages.  If not, we display a short
        # string that gives a range of 25% as to what the suspicions
        # are.
        # A similar system applies to the danger levels shown.
        normal = (self.suspicion_bar.color, None, False)
        self.suspicion_bar.chunks = ("  ["+_("SUSPICION")+"]",)
        self.suspicion_bar.styles = (normal,)
        self.danger_bar.chunks = ("["+_("DETECT RATE")+"]",)
        self.danger_bar.styles = (normal,)
        
        for group in g.pl.groups.values():
            suspicion = group.suspicion
            suspicion_color = gg.resolve_color_alias("danger_level_%d" 
                                                     % g.suspicion_to_danger_level(suspicion))

            detects = detects_per_day[group.spec.id]
            danger_level = group.detects_per_day_to_danger_level(detects)
            detects_color = gg.resolve_color_alias("danger_level_%d" % danger_level)
 
            if g.pl.display_discover == "full":
                suspicion_display = g.to_percent(suspicion, True)
                danger_display = g.to_percent(detects*10000, True)
            elif g.pl.display_discover == "partial":
                suspicion_display = g.to_percent(g.nearest_percent(suspicion, 500), True)
                danger_display = g.to_percent(g.nearest_percent(detects*10000, 100), True)
            else:
                suspicion_display = g.suspicion_to_detect_str(suspicion)
                danger_display = g.danger_level_to_detect_str(danger_level)

            self.suspicion_bar.chunks += (" " + group.name + u":\xA0", suspicion_display)
            self.suspicion_bar.styles += (normal, (suspicion_color, None, False) )
        
            self.danger_bar.chunks += (" " + group.name + u":\xA0", danger_display)
            self.danger_bar.styles += (normal, (detects_color, None, False) )
        
        self.suspicion_bar.visible = not g.pl.had_grace
        self.danger_bar.visible = not g.pl.had_grace

        for id, location_button in self.location_buttons.items():
            location = g.pl.locations[id]
            location_button.text = "%s (%d)" % (location.name, len(location.bases))
            location_button.hotkey = location.hotkey
            location_button.visible = location.available()
Example #8
0
    def rebuild(self):
        # Rebuild dialogs
        self.location_dialog.needs_rebuild = True
        self.options_dialog.needs_rebuild = True
        self.research_button.dialog.needs_rebuild = True
        self.knowledge_button.dialog.needs_rebuild = True
        self.savename_dialog.text = _("Enter a name for this save.")

        # Update buttons translations
        self.report_button.text = _("R&EPORTS")
        self.knowledge_button.text = _("&KNOWLEDGE")
        self.log_button.text = _("LO&G")
        self.menu_button.text = _("&MENU")
        self.research_button.text = _("&RESEARCH/TASKS")

        # Create cheat menu
        cheat_buttons = []
        cheat_buttons.append(
            button.FunctionButton(None, None, None, text=_("&EMBEZZLE MONEY"),
                                  autohotkey=True, function=self.steal_money))
        cheat_buttons.append(
            button.FunctionButton(None, None, None, text=_("&INSPIRATION"),
                                  autohotkey=True, function=self.inspiration))
        cheat_buttons.append(
            button.FunctionButton(None, None, None, text=_("&FINISH CONSTRUCTION"),
                                  autohotkey=True, function=self.end_construction))
        cheat_buttons.append(
            button.FunctionButton(None, None, None, text=_("&SUPERSPEED"),
                                  autohotkey=True, function=self.set_speed,
                                  args=(864000,)))
        cheat_buttons.append(
            button.FunctionButton(None, None, None, text=_("BRAIN&WASH"),
                                  autohotkey=True, function=self.brainwash))
        cheat_buttons.append(
            button.FunctionButton(None, None, None, text=_("TOGGLE &ANALYSIS"),
                                  autohotkey=True, function=self.set_analysis))

        cheat_buttons.append(button.ExitDialogButton(None, None, None,
                                                     text=_("&BACK"),
                                                     autohotkey=True))

        self.cheat_dialog = \
            dialog.SimpleMenuDialog(self, buttons=cheat_buttons, width=.4)
        self.steal_amount_dialog = \
            dialog.TextEntryDialog(self.cheat_dialog, text=_("How much money?"))

        if g.cheater:
            self.cheat_button = button.DialogButton(
                self, (0, 0), (.01, .01),
                text="",
                # Translators: hotkey to open the cheat screen menu.
                # Should preferably be near the ESC key, and it must not be a
                # dead key (ie, it must print a char with a single keypress)
                hotkey=_("`"),
                dialog=self.cheat_dialog)

        # Create menu
        menu_buttons = []
        menu_buttons.append(button.FunctionButton(None, None, None,
                                                  text=_("&SAVE GAME"), autohotkey=True,
                                                  function=self.save_game))
        menu_buttons.append(button.FunctionButton(None, None, None,
                                                  text=_("&LOAD GAME"), autohotkey=True,
                                                  function=self.load_game))
        menu_buttons.append(button.DialogButton(None, None, None,
                                                text=_("&OPTIONS"), autohotkey=True,
                                                dialog=self.options_dialog))
        menu_buttons.append(button.ExitDialogButton(None, None, None,
                                                    text=_("&QUIT"), autohotkey=True,
                                                    exit_code=True, default=False))
        menu_buttons.append(
            button.ExitDialogButton(None, None, None, text=_("&BACK"), autohotkey=True,
                                    exit_code=False))

        self.menu_dialog.buttons = menu_buttons

        super(MapScreen, self).rebuild()

        g.pl.recalc_cpu()

        self.difficulty_display.text = g.strip_hotkey(g.pl.difficulty.name)
        self.time_display.text = _("DAY") + " %04d, %02d:%02d:%02d" % \
              (g.pl.time_day, g.pl.time_hour, g.pl.time_min, g.pl.time_sec)
        self.cash_display.text = _("CASH")+": %s (%s)" % \
              (g.to_money(g.pl.cash), g.to_money(g.pl.future_cash()))

        cpu_left = g.pl.available_cpus[0]
        total_cpu = cpu_left + g.pl.sleeping_cpus

        for cpu_assigned in g.pl.cpu_usage.itervalues():
            cpu_left -= cpu_assigned
        cpu_pool = cpu_left + g.pl.cpu_usage.get("cpu_pool", 0)

        detects_per_day = dict([(group, 0) for group in player.group_list])
        for base in g.all_bases():
            if base.has_grace():
                # It cannot be detected, so it doesn't contribute to
                # detection odds calculation
                continue
            detect_chance = base.get_detect_chance()
            for group in player.group_list:
                detects_per_day[group] = \
                    chance.add(detects_per_day[group], detect_chance[group] / 10000.)

        self.cpu_display.color = "cpu_normal"
        self.cpu_display.text = _("CPU")+": %s (%s)" % \
              (g.to_money(total_cpu), g.to_money(cpu_pool))

        # What we display in the suspicion section depends on whether
        # Advanced Socioanalytics has been researched.  If it has, we
        # show the standard percentages.  If not, we display a short
        # string that gives a range of 25% as to what the suspicions
        # are.
        # A similar system applies to the danger levels shown.
        suspicion_display_dict = {}
        danger_display_dict = {}
        normal = (self.suspicion_bar.color, None, False)
        suspicion_styles = [normal]
        danger_styles = [normal]
        for group in player.group_list:
            suspicion_styles.append(normal)
            danger_styles.append(normal)

            suspicion = g.pl.groups[group].suspicion
            color = gg.resolve_color_alias("danger_level_%d" % g.suspicion_to_danger_level(suspicion))
            suspicion_styles.append( (color, None, False) )

            detects = detects_per_day[group]
            danger_level = \
                g.pl.groups[group].detects_per_day_to_danger_level(detects)
            color = gg.resolve_color_alias("danger_level_%d" % danger_level)
            danger_styles.append( (color, None, False) )

            if g.pl.display_discover == "full":
                suspicion_display_dict[group] = g.to_percent(suspicion, True)
                danger_display_dict[group] = g.to_percent(detects*10000, True)
            elif g.pl.display_discover == "partial":
                suspicion_display_dict[group] = g.to_percent(g.nearest_percent(suspicion, 500), True)
                danger_display_dict[group] = g.to_percent(g.nearest_percent(detects*10000, 100), True)
            else:
                suspicion_display_dict[group] = \
                    g.suspicion_to_detect_str(suspicion)
                danger_display_dict[group] = \
                    g.danger_level_to_detect_str(danger_level)

        self.suspicion_bar.chunks = ("  ["+_("SUSPICION")+"]",
            " " +_("NEWS")   +u":\xA0", suspicion_display_dict["news"],
            "  "+_("SCIENCE")+u":\xA0", suspicion_display_dict["science"],
            "  "+_("COVERT") +u":\xA0", suspicion_display_dict["covert"],
            "  "+_("PUBLIC") +u":\xA0", suspicion_display_dict["public"],)
        self.suspicion_bar.styles = tuple(suspicion_styles)
        self.suspicion_bar.visible = not g.pl.had_grace

        self.danger_bar.chunks = ("["+_("DETECT RATE")+"]",
            " " +_("NEWS")   +u":\xA0", danger_display_dict["news"],
            "  "+_("SCIENCE")+u":\xA0", danger_display_dict["science"],
            "  "+_("COVERT") +u":\xA0", danger_display_dict["covert"],
            "  "+_("PUBLIC") +u":\xA0", danger_display_dict["public"],)
        self.danger_bar.styles = tuple(danger_styles)
        self.danger_bar.visible = not g.pl.had_grace

        for id, location_button in self.location_buttons.iteritems():
            location = g.locations[id]
            location_button.text = "%s (%d)" % (location.name, len(location.bases))
            location_button.hotkey = location.hotkey
            location_button.visible = location.available()