def createUI(self): w, h = gdata.scrnSize self.win = ui.Window(self.app, modal = 1, escKeyClose = 1, movable = 0, title = _('Global production queues'), rect = ui.Rect((w - 400 - 4 ) / 2, (h - 440 - 4 ) / 2, 400 + 4 , 420 + 4 ), layoutManager = ui.SimpleGridLM(), ) self.win.subscribeAction('*', self) ui.Title(self.win, layout = (0, 0, 20, 1), text = _('Default global queue'), align = ui.ALIGN_W, font = 'normal-bold') ui.ButtonArray(self.win, layout = (0, 1, 20, 2), id = 'vPQueue0', buttonSize = (2, 2), showSlider = 0, tags = ['pl'], action = 'onQueueItemSelected', orderNo = 0) ui.Title(self.win, layout = (0, 3, 20, 1), text = _('Queue \"{0}\"'.format(res.globalQueueName(1))), align = ui.ALIGN_W, font = 'normal-bold') ui.ButtonArray(self.win, layout = (0, 4, 20, 2), id = 'vPQueue1', buttonSize = (2, 2), showSlider = 0, tags = ['pl'], action = 'onQueueItemSelected', orderNo = 1) ui.Title(self.win, layout = (0, 6, 20, 1), text = _('Queue \"{0}\"'.format(res.globalQueueName(2))), align = ui.ALIGN_W, font = 'normal-bold') ui.ButtonArray(self.win, layout = (0, 7, 20, 2), id = 'vPQueue2', buttonSize = (2, 2), showSlider = 0, tags = ['pl'], action = 'onQueueItemSelected', orderNo = 2) ui.Title(self.win, layout = (0, 9, 20, 1), text = _('Queue \"{0}\"'.format(res.globalQueueName(3))), align = ui.ALIGN_W, font = 'normal-bold') ui.ButtonArray(self.win, layout = (0, 10, 20, 2), id = 'vPQueue3', buttonSize = (2, 2), showSlider = 0, tags = ['pl'], action = 'onQueueItemSelected', orderNo = 3) ui.Title(self.win, layout = (0, 12, 20, 1), text = _('Queue \"{0}\"'.format(res.globalQueueName(4))), align = ui.ALIGN_W, font = 'normal-bold') ui.ButtonArray(self.win, layout = (0, 13, 20, 2), id = 'vPQueue4', buttonSize = (2, 2), showSlider = 0, tags = ['pl'], action = 'onQueueItemSelected', orderNo = 4) ui.Label(self.win, layout = (0, 16, 20, 1), id = 'vTaskName', align = ui.ALIGN_W, font = 'normal-bold', tags = ['queue', 'data']) ui.Label(self.win, layout = (9, 17, 7, 1), text = _('Construction pts'), align = ui.ALIGN_W, tags = ['queue']) ui.Label(self.win, layout = (16, 17, 4, 1), id = 'vTaskConstPoints', align = ui.ALIGN_E, tags = ['queue', 'data']) ui.Label(self.win, layout = (0, 17, 5, 1), text = _('Quantity'), align = ui.ALIGN_W, tags = ['queue']) ui.Label(self.win, layout = (5, 17, 3, 1), id = 'vTaskQuantity', align = ui.ALIGN_E, tags = ['queue', 'data']) ui.Button(self.win, layout = (0, 18, 2, 1), id = 'vITFirst', text = _('<<'), tags = ['queue'], action = 'onMoveTaskFirstLast', tooltipTitle = _('Move task to first position in queue'), data = -1) ui.Button(self.win, layout = (2, 18, 2, 1), id = 'vITPrev', text = _('<'), tags = ['queue'], action = 'onMoveTask', data = -1, tooltipTitle = _('Move task to previous position in queue')) ui.Button(self.win, layout = (4, 18, 2, 1), id = 'vITNext', text = _('>'), tags = ['queue'], action = 'onMoveTask', data = 1, tooltipTitle = _('Move task to next position in queue')) ui.Button(self.win, layout = (6, 18, 2, 1), id = 'vITLast', text = _('>>'), tags = ['queue'], action = 'onMoveTaskFirstLast', tooltipTitle = _('Move task to last position in queue'), data = 1) ui.Button(self.win, layout = (8, 18, 4, 1), text = _('Quantity'), tags = ['queue'], action = 'onQtyTask', tooltipTitle = _('Change task quantity')) ui.Button(self.win, layout = (12, 18, 4, 1), text = _('Info'), id = "vITInfo", tags = ['queue'], action = 'onTaskInfo', tooltipTitle = _('Show task informations')) ui.Button(self.win, layout = (16, 18, 4, 1), text = _('Abort'), tags = ['queue'], action = 'onAbortTask', tooltipTitle = _('Abort task construction')) # status bar + submit/cancel ui.TitleButton(self.win, layout = (15, 19, 5, 1), text = _('Close'), action = 'onClose') ui.Title(self.win, id = 'vStatusBar', layout = (0, 19, 15, 1), align = ui.ALIGN_W)
def show(self): critical = self.win.vCritical.checked major = self.win.vMajor.checked minor = self.win.vMinor.checked info = self.win.vInfo.checked disp = 1 player = client.getPlayer() items = [] # object list (all player's objects + systems) objects = player.fleets[:] objects += player.planets[:] systems = {} for planetID in player.planets: planet = client.get(planetID) if planet.compOf not in systems: systems[planet.compOf] = None objects += systems.keys() # counting construction points value of each global production queue # holder for (number , eff production) of planets set to each queue globalQueueStats=[(0,0), (0,0), (0,0), (0,0), (0,0)] prodQueueProblems = [] # go through all objects for objID in objects: if objID < OID_FREESTART: continue obj = client.get(objID, noUpdate = 1) if not hasattr(obj, "type"): continue if obj.type == T_SYSTEM: if not hasattr(obj, 'planets'): continue bio = 0 totalBio = 0 en = 0 totalEn = 0 buildingQuantity = {} buildingInfo = {} # holds modified planets planetCopies = {} for planetID in obj.planets: planet = client.get(planetID, noUpdate = 1) # copy of planet to change plSlots count if not planetID in planetCopies: cPlanet = copy.deepcopy(planet) planetCopies[planetID] = cPlanet else: cPlanet = planetCopies[planetID] if hasattr(planet, 'owner') and planet.owner == player.oid: queuePlanetNumber, queueEffProd = globalQueueStats[planet.globalQueue] queuePlanetNumber += 1 queueEffProd += planet.effProdProd globalQueueStats[planet.globalQueue] = (queuePlanetNumber, queueEffProd) # compute bio and en for system bio += planet.changeBio totalBio += max(0, planet.storBio - planet.minBio) en += planet.changeEn totalEn += max(0, planet.storEn - planet.minEn) # the planet needs to have global queue 0 - the default one - to have its queue reported if hasattr(planet, 'prodQueue') and self.win.vPlanets.checked and not planet.globalQueue: totalEtc = 0 # compute length of production queue if cPlanet.prodQueue and cPlanet.effProdProd > 0: for task in cPlanet.prodQueue: if task.isShip: tech = client.getPlayer().shipDesigns[task.techID] else: tech = client.getFullTechInfo(task.techID) if tech.isStructure and hasattr(task, "demolishStruct") and task.demolishStruct == 0: # total count of constructing buildings on target if buildingQuantity.has_key(task.targetID): buildingQuantity[task.targetID] += task.quantity else: buildingQuantity[task.targetID] = task.quantity # information about source and target of constructing if buildingInfo.has_key((planetID, task.targetID)): buildingInfo[(planetID, task.targetID)] += task.quantity else: buildingInfo[(planetID, task.targetID)] = task.quantity elif tech.isProject and tech.id == 3802: # we are constructing Habitable Surface Expansion # so after construction we got some new slots on planet if not task.targetID in planetCopies: targetPlanet = client.get(task.targetID, noUpdate = 1) cPlanet = copy.deepcopy(targetPlanet) planetCopies[task.targetID] = cPlanet planetCopies[task.targetID].plSlots += task.quantity if task.targetID != planetID: totalEtc += math.ceil(float(tech.buildProd * Rules.buildOnAnotherPlanetMod - task.currProd) / planet.effProdProd) totalEtc += math.ceil((task.quantity - 1) * float(tech.buildProd * Rules.buildOnAnotherPlanetMod) / planet.effProdProd) else: totalEtc += math.ceil(task.quantity * float(tech.buildProd - task.currProd) / planet.effProdProd) totalEtc += math.ceil((task.quantity - 1) * float(tech.buildProd) / planet.effProdProd) else: totalEtc = 99999 prodQueueProblems.append((planetID, totalEtc, len(planet.prodQueue))) # check for structures status if hasattr(planet, 'slots') and self.win.vPlanets.checked: for struct in planet.slots: status = struct[STRUCT_IDX_STATUS] problem = None tech = client.getFullTechInfo(struct[STRUCT_IDX_TECHID]) if hasattr(player, 'techs'): techEff = Rules.techImprEff[player.techs.get(struct[STRUCT_IDX_TECHID], Rules.techBaseImprovement)] else: techEff = Rules.techImprEff[Rules.techBaseImprovement] HPturn = max(1, int(0.02 * tech.maxHP * techEff)) turnsToDestroy = math.ceil(struct[STRUCT_IDX_HP] / HPturn) if turnsToDestroy < 48: dispDestr = major fgColorDestr = gdata.sevColors[gdata.MAJ] if turnsToDestroy < 24: dispDestr = critical fgColorDestr = gdata.sevColors[gdata.CRI] else: dispDestr = minor fgColorDestr = None if not status & STRUCT_STATUS_ON: # structure is off if dispDestr: items.append(ui.Item(planet.name, tOID = planetID, tType = T_PLANET, foreground = fgColorDestr, vDescription = _('Structure (%s) is off and will be destroyed in %s turns.') % (tech.name, res.formatTime(turnsToDestroy)))) elif status & STRUCT_STATUS_DETER: problem = _('is deteriorating and will be destroyed in %s turns') % res.formatTime(turnsToDestroy) disp = major fgColor = gdata.sevColors[gdata.MAJ] elif status & STRUCT_STATUS_NOBIO: problem = _('has insufficient supply of biomatter') disp = info fgColor = gdata.sevColors[gdata.INFO] elif status & STRUCT_STATUS_NOEN: problem = _('has insufficient supply of energy') disp = info fgColor = gdata.sevColors[gdata.INFO] elif status & STRUCT_STATUS_NOPOP: problem = _('has insufficient supply of workers') disp = info fgColor = gdata.sevColors[gdata.INFO] elif status & STRUCT_STATUS_REPAIRING: problem = _('is repairing') disp = info fgColor = gdata.sevColors[gdata.INFO] if problem and disp: items.append(ui.Item(planet.name, tOID = planetID, tType = T_PLANET, foreground = fgColor, vDescription = _('Structure (%s) %s.') % (tech.name, problem))) for planetID, quantity in buildingQuantity.items(): planet = planetCopies[planetID] # test, if there is total quantity of building as target for this planet if planet.plSlots < len(planet.slots) + quantity and major: # walk infos and search for all planets, that are building # on planet founded above for (sourceID, targetID), quantity in buildingInfo.items(): if planetID == targetID: source = client.get(sourceID, noUpdate = 1) items.append(ui.Item(source.name, tOID = sourceID, tType = T_PLANET, foreground = gdata.sevColors[gdata.MAJ], vDescription = _('There is no space for all constructed buildings on %s.') % (planet.name))) # check bio for system if bio < 0 and self.win.vSystems.checked: disp = minor fgColor = None surplusTurns = totalBio / (-bio) if surplusTurns < 168: disp = major fgColor = gdata.sevColors[gdata.MAJ] if surplusTurns < 48: disp = critical fgColor = gdata.sevColors[gdata.CRI] if disp: if totalBio > 0: items.append(ui.Item(obj.name, tOID = obj.oid, tType = T_SYSTEM, foreground = fgColor, vDescription = _('Bio decreasing - last turn change %d, surplus %d (%s).') % (bio, totalBio,res.formatTime(surplusTurns)))) else: items.append(ui.Item(obj.name, tOID = obj.oid, tType = T_SYSTEM, foreground = fgColor, vDescription = _('Bio decreasing - last turn change %d, surplus %d.') % (bio, totalBio))) #check en for system if en < 0 and self.win.vSystems.checked: disp = minor fgColor = None surplusTurns = totalEn / (-en) if surplusTurns < 168: disp = major fgColor = gdata.sevColors[gdata.MAJ] if surplusTurns < 48: disp = critical fgColor = gdata.sevColors[gdata.CRI] if disp: if totalEn > 0: items.append(ui.Item(obj.name, tOID = obj.oid, tType = T_SYSTEM, foreground = fgColor, vDescription = _('Energy decreasing - last turn change %d, surplus %d (%s).') % (en, totalEn,res.formatTime(surplusTurns)))) else: items.append(ui.Item(obj.name, tOID = obj.oid, tType = T_SYSTEM, foreground = fgColor, vDescription = _('Energy decreasing - last turn change %d, surplus %d.') % (en, totalEn))) # check fleets elif obj.type == T_FLEET and self.win.vFleets.checked: if hasattr(obj, 'owner') and obj.owner == player.oid: energyReserve = obj.storEn * 100 / obj.maxEn system = None disp = major fgColor = gdata.sevColors[gdata.MAJ] note = _(' and IS NOT refueling') maxRefuelMax = 0 if hasattr(obj, 'orbiting') and obj.orbiting: system = client.get(obj.orbiting, noUpdate = 1) if hasattr(system, 'planets'): for planetID in system.planets: planet = client.get(planetID, noUpdate = 1) if hasattr(planet, 'owner') and hasattr(planet, 'refuelMax'): if player.diplomacyRels.has_key(planet.owner): dipl = client.getDiplomacyWith(planet.owner) if dipl.pacts.has_key(PACT_ALLOW_TANKING) and dipl.pacts[PACT_ALLOW_TANKING][0] == PACT_ACTIVE: maxRefuelMax = max(maxRefuelMax, planet.refuelMax) else: if planet.owner == player.oid: maxRefuelMax = max(maxRefuelMax, planet.refuelMax) if maxRefuelMax > 0: disp = info fgColor = gdata.sevColors[gdata.INFO] note = _(' and IS refueling') if maxRefuelMax <= energyReserve: note = _(' and CAN refuel, but reach planet maximum refuel amount') else: continue systemName = res.getUnknownName() if system and hasattr(system, "name"): systemName = system.name # check fleets energy reserve if energyReserve < 50 and maxRefuelMax == 0: disp = major fgColor = gdata.sevColors[gdata.MAJ] if energyReserve < 25 and maxRefuelMax == 0: disp = critical fgColor = gdata.sevColors[gdata.CRI] else: fgColor = gdata.sevColors[gdata.INFO] disp = info # is fleet named? if hasattr(obj,'customname') and obj.customname: name = obj.customname else: name = getattr(obj, "name", None) if energyReserve == 100 and info and disp: items.append(ui.Item(systemName, tOID = obj.oid, tType = T_FLEET,foreground = gdata.sevColors[gdata.INFO], vDescription = _('Fleet "%s" has full fuel tanks.') % (name))) elif disp: items.append(ui.Item(systemName, tOID = obj.oid, tType = T_FLEET,foreground = fgColor, vDescription = _('Fleet "%s" is low on fuel [%d %%]%s.') % (name, energyReserve, note))) queConstValues = [0, 0, 0, 0, 0] queEtc = [0, 0, 0, 0, 0] for queue in xrange(5): quePlanets, queEffProd = globalQueueStats[queue] for task in player.prodQueues[queue]: if task.isShip: tech = client.getPlayer().shipDesigns[task.techID] else: tech = client.getFullTechInfo(task.techID) queConstValues[queue] += task.quantity * tech.buildProd if queEffProd > 0: queEtc[queue] = math.ceil(float(queConstValues[queue])/queEffProd) else: queEtc[queue] = 99999 # creation of items with production queue [default one] problems for planetID, totalEtc, queueLen in prodQueueProblems: planet = client.get(planetID, noUpdate = 1) # check empty production queue if queueLen == 0 and planet.effProdProd > 0 and queConstValues[0] == 0 and critical: items.append(ui.Item(planet.name, tOID = planetID, tType = T_PLANET, foreground = gdata.sevColors[gdata.CRI], vDescription = _('Production queue is empty.'))) # check end of production queue if totalEtc+queEtc[0] < 48: fgColor = None disp = minor if totalEtc+queEtc[0] < 24: disp = major fgColor = gdata.sevColors[gdata.MAJ] if disp: items.append(ui.Item(planet.name, tOID = planetID, tType = T_PLANET, foreground = fgColor, vDescription = _('Production queue may end in {0} turns ({1} directly in planet queue), {2} item(s) on list.'.format(res.formatTime(totalEtc+queEtc[0]), res.formatTime(totalEtc), queueLen)))) # creation of items with global queue problems for queue in xrange(1, 5): queName = res.globalQueueName(queue) quePlanets = globalQueueStats[queue][0] # check empty global production queue with at least one planet [so its relevant] if queConstValues[queue] == 0 and quePlanets > 0 and critical: items.append(ui.Item(_('Global queue ' + queName), tType = T_QUEUE, foreground = gdata.sevColors[gdata.CRI], vDescription = _('Global production queue {0} used by {1} planet(s) is empty.'.format(queName, quePlanets)))) # check end of global production queue elif queEtc[queue] < 48: fgColor = None disp = minor if queEtc[queue] < 24: disp = major fgColor = gdata.sevColors[gdata.MAJ] if disp: items.append(ui.Item(_('Global queue ' + queName), tType = T_QUEUE, foreground = fgColor, vDescription = _('Global production queue {0} used by {1} planet(s) runs out in {2} turns.'.format(queName, quePlanets, res.formatTime(queEtc[queue]))))) # check research queue if self.win.vResearch.checked: totalEtc = 0 # compute length of research queue for task in player.rsrchQueue: tech = client.getTechInfo(task.techID) fulltech = client.getFullTechInfo(task.techID) researchSci = Utils.getTechRCost(player, task.techID, task.improvement) maxImprovement = min(Rules.techMaxImprovement,fulltech.maxImprovement) maxImpTotalSci = 0 if task.improveToMax and task.improvement < maxImprovement: for impr in range(task.improvement+1,maxImprovement+1): maxImpTotalSci += Utils.getTechRCost(player, task.techID, impr) if task.changeSci > 0: value = float(researchSci - task.currSci) / max(task.changeSci, player.effSciPoints) totalEtc += int(value + 1) if player.effSciPoints != 0: totalEtc += float(maxImpTotalSci) / player.effSciPoints elif task.changeSci < 0: totalEtc -= float(task.currSci) / min(task.changeSci, player.effSciPoints) elif player.effSciPoints > 0: value = float(researchSci) / player.effSciPoints totalEtc += int(value + 1) totalEtc += float(maxImpTotalSci) / player.effSciPoints else: totalEtc = 99999 break # check empty research queue if totalEtc == 0 and len(player.rsrchQueue) == 0 and player.effSciPoints > 0 and major: items.append(ui.Item(_('Research'), tType = T_TECHNOLOGY, foreground = gdata.sevColors[gdata.MAJ], vDescription = _('Research queue is empty.'))) # check short reseach queue elif totalEtc < 48: disp = minor fgColor = None if totalEtc < 24: disp = major fgColor = gdata.sevColors[gdata.MAJ] if disp: items.append(ui.Item(_('Research'), tType = T_TECHNOLOGY, foreground = fgColor, vDescription = _('Research queue ends in %s turns, %d item(s) on list.') % (res.formatTime(totalEtc), len(player.rsrchQueue)))) self.win.vProblems.items = items self.win.vProblems.itemsChanged()
def createUI(self): w, h = gdata.scrnSize self.win = ui.Window( self.app, modal=1, escKeyClose=1, movable=0, title=_("Global production queues"), rect=ui.Rect((w - 400 - 4) / 2, (h - 440 - 4) / 2, 400 + 4, 420 + 4), layoutManager=ui.SimpleGridLM(), ) self.win.subscribeAction("*", self) ui.Title(self.win, layout=(0, 0, 20, 1), text=_("Default global queue"), align=ui.ALIGN_W, font="normal-bold") ui.ButtonArray( self.win, layout=(0, 1, 20, 2), id="vPQueue0", buttonSize=(2, 2), showSlider=0, tags=["pl"], action="onQueueItemSelected", orderNo=0, ) ui.Title( self.win, layout=(0, 3, 20, 1), text=_('Queue "{0}"'.format(res.globalQueueName(1))), align=ui.ALIGN_W, font="normal-bold", ) ui.ButtonArray( self.win, layout=(0, 4, 20, 2), id="vPQueue1", buttonSize=(2, 2), showSlider=0, tags=["pl"], action="onQueueItemSelected", orderNo=1, ) ui.Title( self.win, layout=(0, 6, 20, 1), text=_('Queue "{0}"'.format(res.globalQueueName(2))), align=ui.ALIGN_W, font="normal-bold", ) ui.ButtonArray( self.win, layout=(0, 7, 20, 2), id="vPQueue2", buttonSize=(2, 2), showSlider=0, tags=["pl"], action="onQueueItemSelected", orderNo=2, ) ui.Title( self.win, layout=(0, 9, 20, 1), text=_('Queue "{0}"'.format(res.globalQueueName(3))), align=ui.ALIGN_W, font="normal-bold", ) ui.ButtonArray( self.win, layout=(0, 10, 20, 2), id="vPQueue3", buttonSize=(2, 2), showSlider=0, tags=["pl"], action="onQueueItemSelected", orderNo=3, ) ui.Title( self.win, layout=(0, 12, 20, 1), text=_('Queue "{0}"'.format(res.globalQueueName(4))), align=ui.ALIGN_W, font="normal-bold", ) ui.ButtonArray( self.win, layout=(0, 13, 20, 2), id="vPQueue4", buttonSize=(2, 2), showSlider=0, tags=["pl"], action="onQueueItemSelected", orderNo=4, ) ui.Label( self.win, layout=(0, 16, 20, 1), id="vTaskName", align=ui.ALIGN_W, font="normal-bold", tags=["queue", "data"], ) ui.Label(self.win, layout=(9, 17, 7, 1), text=_("Construction pts"), align=ui.ALIGN_W, tags=["queue"]) ui.Label(self.win, layout=(16, 17, 4, 1), id="vTaskConstPoints", align=ui.ALIGN_E, tags=["queue", "data"]) ui.Label(self.win, layout=(0, 17, 5, 1), text=_("Quantity"), align=ui.ALIGN_W, tags=["queue"]) ui.Label(self.win, layout=(5, 17, 3, 1), id="vTaskQuantity", align=ui.ALIGN_E, tags=["queue", "data"]) ui.Button( self.win, layout=(0, 18, 2, 1), id="vITFirst", text=_("<<"), tags=["queue"], action="onMoveTaskFirstLast", tooltip=_("Move task to first position in queue"), data=-1, ) ui.Button( self.win, layout=(2, 18, 2, 1), id="vITPrev", text=_("<"), tags=["queue"], action="onMoveTask", data=-1, tooltip=_("Move task to previous position in queue"), ) ui.Button( self.win, layout=(4, 18, 2, 1), id="vITNext", text=_(">"), tags=["queue"], action="onMoveTask", data=1, tooltip=_("Move task to next position in queue"), ) ui.Button( self.win, layout=(6, 18, 2, 1), id="vITLast", text=_(">>"), tags=["queue"], action="onMoveTaskFirstLast", tooltip=_("Move task to last position in queue"), data=1, ) ui.Button( self.win, layout=(8, 18, 4, 1), text=_("Quantity"), tags=["queue"], action="onQtyTask", tooltip=_("Change task quantity"), ) ui.Button( self.win, layout=(12, 18, 4, 1), text=_("Info"), id="vITInfo", tags=["queue"], action="onTaskInfo", tooltip=_("Show task informations"), ) ui.Button( self.win, layout=(16, 18, 4, 1), text=_("Abort"), tags=["queue"], action="onAbortTask", tooltip=_("Abort task construction"), ) # status bar + submit/cancel ui.TitleButton(self.win, layout=(15, 19, 5, 1), text=_("Close"), action="onClose") ui.Title(self.win, id="vStatusBar", layout=(0, 19, 15, 1), align=ui.ALIGN_W)
def show(self): critical = self.win.vCritical.checked major = self.win.vMajor.checked minor = self.win.vMinor.checked info = self.win.vInfo.checked disp = 1 player = client.getPlayer() items = [] # object list (all player's objects + systems) objects = player.fleets[:] objects += player.planets[:] systems = {} for planetID in player.planets: planet = client.get(planetID) if planet.compOf not in systems: systems[planet.compOf] = None objects += systems.keys() # counting construction points value of each global production queue # holder for (number , eff production) of planets set to each queue globalQueueStats = [(0, 0), (0, 0), (0, 0), (0, 0), (0, 0)] prodQueueProblems = [] # go through all objects for objID in objects: if objID < Const.OID_FREESTART: continue obj = client.get(objID, noUpdate=1) if not hasattr(obj, "type"): continue if obj.type == Const.T_SYSTEM: if not hasattr(obj, 'planets'): continue bio = 0 totalBio = 0 en = 0 totalEn = 0 buildingQuantity = {} buildingInfo = {} # holds modified planets planetCopies = {} for planetID in obj.planets: planet = client.get(planetID, noUpdate=1) # copy of planet to change plSlots count if not planetID in planetCopies: cPlanet = copy.deepcopy(planet) planetCopies[planetID] = cPlanet else: cPlanet = planetCopies[planetID] if hasattr(planet, 'owner') and planet.owner == player.oid: queuePlanetNumber, queueEffProd = globalQueueStats[ planet.globalQueue] queuePlanetNumber += 1 queueEffProd += planet.effProdProd globalQueueStats[planet.globalQueue] = ( queuePlanetNumber, queueEffProd) # compute bio and en for system bio += planet.changeBio totalBio += max(0, planet.storBio - planet.minBio) en += planet.changeEn totalEn += max(0, planet.storEn - planet.minEn) # the planet needs to have global queue 0 - the default one - to have its queue reported if hasattr( planet, 'prodQueue' ) and self.win.vPlanets.checked and not planet.globalQueue: totalEtc = 0 # compute length of production queue if cPlanet.prodQueue and cPlanet.effProdProd > 0: for task in cPlanet.prodQueue: if task.isShip: tech = client.getPlayer().shipDesigns[ task.techID] else: tech = client.getFullTechInfo( task.techID) if tech.isStructure and hasattr( task, "demolishStruct" ) and task.demolishStruct == 0: # total count of constructing buildings on target if buildingQuantity.has_key( task.targetID): buildingQuantity[ task. targetID] += task.quantity else: buildingQuantity[ task. targetID] = task.quantity # information about source and target of constructing if buildingInfo.has_key( (planetID, task.targetID)): buildingInfo[( planetID, task.targetID )] += task.quantity else: buildingInfo[( planetID, task.targetID )] = task.quantity elif tech.isProject and tech.id == 3802: # we are constructing Habitable Surface Expansion # so after construction we got some new slots on planet if not task.targetID in planetCopies: targetPlanet = client.get( task.targetID, noUpdate=1) cPlanet = copy.deepcopy( targetPlanet) planetCopies[ task.targetID] = cPlanet planetCopies[ task. targetID].plSlots += task.quantity if task.targetID != planetID: totalEtc += math.ceil( float(tech.buildProd * Rules.buildOnAnotherPlanetMod - task.currProd) / planet.effProdProd) totalEtc += math.ceil( (task.quantity - 1) * float( tech.buildProd * Rules.buildOnAnotherPlanetMod) / planet.effProdProd) else: totalEtc += math.ceil( task.quantity * float(tech.buildProd - task.currProd) / planet.effProdProd) totalEtc += math.ceil( (task.quantity - 1) * float(tech.buildProd) / planet.effProdProd) else: totalEtc = 99999 prodQueueProblems.append( (planetID, totalEtc, len(planet.prodQueue))) # check for structures status if hasattr(planet, 'slots') and self.win.vPlanets.checked: for struct in planet.slots: status = struct[Const.STRUCT_IDX_STATUS] problem = None tech = client.getFullTechInfo( struct[Const.STRUCT_IDX_TECHID]) if hasattr(player, 'techs'): techEff = Rules.techImprEff[ player.techs.get( struct[Const.STRUCT_IDX_TECHID], Rules.techBaseImprovement)] else: techEff = Rules.techImprEff[ Rules.techBaseImprovement] HPturn = max(1, int(0.02 * tech.maxHP * techEff)) turnsToDestroy = math.ceil( struct[Const.STRUCT_IDX_HP] / HPturn) if turnsToDestroy < 48: dispDestr = major fgColorDestr = gdata.sevColors[gdata.MAJ] if turnsToDestroy < 24: dispDestr = critical fgColorDestr = gdata.sevColors[ gdata.CRI] else: dispDestr = minor fgColorDestr = None if not status & Const.STRUCT_STATUS_ON: # structure is off if dispDestr: items.append( ui.Item( planet.name, tOID=planetID, tType=Const.T_PLANET, foreground=fgColorDestr, vDescription= _('Structure (%s) is off and will be destroyed in %s turns.' ) % (tech.name, res.formatTime(turnsToDestroy) ))) elif status & Const.STRUCT_STATUS_DETER: problem = _('is deteriorating') disp = major fgColor = gdata.sevColors[gdata.MAJ] elif status & Const.STRUCT_STATUS_NOBIO: problem = _( 'has insufficient supply of biomatter') disp = info fgColor = gdata.sevColors[gdata.INFO] elif status & Const.STRUCT_STATUS_NOEN: problem = _( 'has insufficient supply of energy') disp = info fgColor = gdata.sevColors[gdata.INFO] elif status & Const.STRUCT_STATUS_NOPOP: problem = _( 'has insufficient supply of workers') disp = info fgColor = gdata.sevColors[gdata.INFO] elif status & Const.STRUCT_STATUS_REPAIRING: problem = _('is repairing') disp = info fgColor = gdata.sevColors[gdata.INFO] if problem and disp: items.append( ui.Item(planet.name, tOID=planetID, tType=Const.T_PLANET, foreground=fgColor, vDescription=_( 'Structure (%s) %s.') % (tech.name, problem))) for planetID, quantity in buildingQuantity.items(): planet = planetCopies[planetID] # test, if there is total quantity of building as target for this planet if planet.plSlots < len(planet.slots) + quantity and major: # walk infos and search for all planets, that are building # on planet founded above for (sourceID, targetID), quantity in buildingInfo.items(): if planetID == targetID: source = client.get(sourceID, noUpdate=1) items.append( ui.Item( source.name, tOID=sourceID, tType=Const.T_PLANET, foreground=gdata.sevColors[gdata.MAJ], vDescription= _('There is no space for all constructed buildings on %s.' ) % (planet.name))) # check bio for system if bio < 0 and self.win.vSystems.checked: disp = minor fgColor = None surplusTurns = totalBio / (-bio) if surplusTurns < 168: disp = major fgColor = gdata.sevColors[gdata.MAJ] if surplusTurns < 48: disp = critical fgColor = gdata.sevColors[gdata.CRI] if disp: if totalBio > 0: items.append( ui.Item( obj.name, tOID=obj.oid, tType=Const.T_SYSTEM, foreground=fgColor, vDescription= _('Bio decreasing - last turn change %d, surplus %d (%s).' ) % (bio, totalBio, res.formatTime(surplusTurns)))) else: items.append( ui.Item( obj.name, tOID=obj.oid, tType=Const.T_SYSTEM, foreground=fgColor, vDescription= _('Bio decreasing - last turn change %d, surplus %d.' ) % (bio, totalBio))) #check en for system if en < 0 and self.win.vSystems.checked: disp = minor fgColor = None surplusTurns = totalEn / (-en) if surplusTurns < 168: disp = major fgColor = gdata.sevColors[gdata.MAJ] if surplusTurns < 48: disp = critical fgColor = gdata.sevColors[gdata.CRI] if disp: if totalEn > 0: items.append( ui.Item( obj.name, tOID=obj.oid, tType=Const.T_SYSTEM, foreground=fgColor, vDescription= _('Energy decreasing - last turn change %d, surplus %d (%s).' ) % (en, totalEn, res.formatTime(surplusTurns)))) else: items.append( ui.Item( obj.name, tOID=obj.oid, tType=Const.T_SYSTEM, foreground=fgColor, vDescription= _('Energy decreasing - last turn change %d, surplus %d.' ) % (en, totalEn))) # check fleets elif obj.type == Const.T_FLEET and self.win.vFleets.checked: if hasattr(obj, 'owner') and obj.owner == player.oid: energyReserve = obj.storEn * 100 / obj.maxEn system = None disp = major fgColor = gdata.sevColors[gdata.MAJ] note = _(' and IS NOT refueling') maxRefuelMax = 0 if hasattr(obj, 'orbiting') and obj.orbiting: system = client.get(obj.orbiting, noUpdate=1) if hasattr(system, 'planets'): for planetID in system.planets: planet = client.get(planetID, noUpdate=1) if hasattr(planet, 'owner') and hasattr( planet, 'refuelMax'): if player.diplomacyRels.has_key( planet.owner): dipl = client.getDiplomacyWith( planet.owner) if dipl.pacts.has_key( Const.PACT_ALLOW_TANKING ) and dipl.pacts[ Const.PACT_ALLOW_TANKING][ 0] == Const.PACT_ACTIVE: maxRefuelMax = max( maxRefuelMax, planet.refuelMax) else: if planet.owner == player.oid: maxRefuelMax = max( maxRefuelMax, planet.refuelMax) if maxRefuelMax > 0: disp = info fgColor = gdata.sevColors[gdata.INFO] note = _(' and IS refueling') if maxRefuelMax <= energyReserve: note = _( ' and CAN refuel, but reach planet maximum refuel amount' ) else: continue systemName = res.getUnknownName() if system and hasattr(system, "name"): systemName = system.name # check fleets energy reserve if energyReserve < 50 and maxRefuelMax == 0: disp = major fgColor = gdata.sevColors[gdata.MAJ] if energyReserve < 25 and maxRefuelMax == 0: disp = critical fgColor = gdata.sevColors[gdata.CRI] else: fgColor = gdata.sevColors[gdata.INFO] disp = info # is fleet named? if hasattr(obj, 'customname') and obj.customname: name = obj.customname else: name = getattr(obj, "name", None) if energyReserve == 100 and info and disp: items.append( ui.Item(systemName, tOID=obj.oid, tType=Const.T_FLEET, foreground=gdata.sevColors[gdata.INFO], vDescription=_( 'Fleet "%s" has full fuel tanks.') % (name))) elif disp: items.append( ui.Item( systemName, tOID=obj.oid, tType=Const.T_FLEET, foreground=fgColor, vDescription=_( 'Fleet "%s" is low on fuel [%d %%]%s.') % (name, energyReserve, note))) queConstValues = [0, 0, 0, 0, 0] queEtc = [0, 0, 0, 0, 0] for queue in xrange(5): quePlanets, queEffProd = globalQueueStats[queue] for task in player.prodQueues[queue]: if task.isShip: tech = client.getPlayer().shipDesigns[task.techID] else: tech = client.getFullTechInfo(task.techID) queConstValues[queue] += task.quantity * tech.buildProd if queEffProd > 0: queEtc[queue] = math.ceil( float(queConstValues[queue]) / queEffProd) else: queEtc[queue] = 99999 # creation of items with production queue [default one] problems for planetID, totalEtc, queueLen in prodQueueProblems: planet = client.get(planetID, noUpdate=1) # check empty production queue if queueLen == 0 and planet.effProdProd > 0 and queConstValues[ 0] == 0 and critical: items.append( ui.Item(planet.name, tOID=planetID, tType=Const.T_PLANET, foreground=gdata.sevColors[gdata.CRI], vDescription=_('Production queue is empty.'))) # check end of production queue if totalEtc + queEtc[0] < 48: fgColor = None disp = minor if totalEtc + queEtc[0] < 24: disp = major fgColor = gdata.sevColors[gdata.MAJ] if disp: items.append( ui.Item( planet.name, tOID=planetID, tType=Const.T_PLANET, foreground=fgColor, vDescription=_( 'Production queue may end in {0} turns ({1} directly in planet queue), {2} item(s) on list.' .format( res.formatTime(totalEtc + queEtc[0]), res.formatTime(totalEtc), queueLen)))) # creation of items with global queue problems for queue in xrange(1, 5): queName = res.globalQueueName(queue) quePlanets = globalQueueStats[queue][0] # check empty global production queue with at least one planet [so its relevant] if queConstValues[queue] == 0 and quePlanets > 0 and critical: items.append( ui.Item( _('Global queue ' + queName), tType=Const.T_QUEUE, foreground=gdata.sevColors[gdata.CRI], vDescription=_( 'Global production queue {0} used by {1} planet(s) is empty.' .format(queName, quePlanets)))) # check end of global production queue elif queEtc[queue] < 48: fgColor = None disp = minor if queEtc[queue] < 24: disp = major fgColor = gdata.sevColors[gdata.MAJ] if disp: items.append( ui.Item( _('Global queue ' + queName), tType=Const.T_QUEUE, foreground=fgColor, vDescription=_( 'Global production queue {0} used by {1} planet(s) runs out in {2} turns.' .format(queName, quePlanets, res.formatTime(queEtc[queue]))))) # check research queue if self.win.vResearch.checked: totalEtc = 0 # compute length of research queue for task in player.rsrchQueue: tech = client.getTechInfo(task.techID) fulltech = client.getFullTechInfo(task.techID) researchSci = Utils.getTechRCost(player, task.techID, task.improvement) maxImprovement = min(Rules.techMaxImprovement, fulltech.maxImprovement) maxImpTotalSci = 0 if task.improveToMax and task.improvement < maxImprovement: for impr in range(task.improvement + 1, maxImprovement + 1): maxImpTotalSci += Utils.getTechRCost( player, task.techID, impr) if task.changeSci > 0: value = float(researchSci - task.currSci) / max( task.changeSci, player.effSciPoints) totalEtc += int(value + 1) if player.effSciPoints != 0: totalEtc += float(maxImpTotalSci) / player.effSciPoints elif task.changeSci < 0: totalEtc -= float(task.currSci) / min( task.changeSci, player.effSciPoints) elif player.effSciPoints > 0: value = float(researchSci) / player.effSciPoints totalEtc += int(value + 1) totalEtc += float(maxImpTotalSci) / player.effSciPoints else: totalEtc = 99999 break # check empty research queue if totalEtc == 0 and len( player.rsrchQueue ) == 0 and player.effSciPoints > 0 and major: items.append( ui.Item(_('Research'), tType=Const.T_TECHNOLOGY, foreground=gdata.sevColors[gdata.MAJ], vDescription=_('Research queue is empty.'))) # check short reseach queue elif totalEtc < 48: disp = minor fgColor = None if totalEtc < 24: disp = major fgColor = gdata.sevColors[gdata.MAJ] if disp: items.append( ui.Item( _('Research'), tType=Const.T_TECHNOLOGY, foreground=fgColor, vDescription= _('Research queue ends in %s turns, %d item(s) on list.' ) % (res.formatTime(totalEtc), len(player.rsrchQueue)))) self.win.vProblems.items = items self.win.vProblems.itemsChanged()
def createUI(self): w, h = gdata.scrnSize self.win = ui.Window( self.app, modal=1, escKeyClose=1, movable=0, title=_('Global production queues'), rect=ui.Rect((w - 400 - 4) / 2, (h - 440 - 4) / 2, 400 + 4, 420 + 4), layoutManager=ui.SimpleGridLM(), ) self.win.subscribeAction('*', self) ui.Title(self.win, layout=(0, 0, 20, 1), text=_('Default global queue'), align=ui.ALIGN_W, font='normal-bold') ui.ButtonArray(self.win, layout=(0, 1, 20, 2), id='vPQueue0', buttonSize=(2, 2), showSlider=0, tags=['pl'], action='onQueueItemSelected', orderNo=0) ui.Title(self.win, layout=(0, 3, 20, 1), text=_('Queue \"{0}\"'.format(res.globalQueueName(1))), align=ui.ALIGN_W, font='normal-bold') ui.ButtonArray(self.win, layout=(0, 4, 20, 2), id='vPQueue1', buttonSize=(2, 2), showSlider=0, tags=['pl'], action='onQueueItemSelected', orderNo=1) ui.Title(self.win, layout=(0, 6, 20, 1), text=_('Queue \"{0}\"'.format(res.globalQueueName(2))), align=ui.ALIGN_W, font='normal-bold') ui.ButtonArray(self.win, layout=(0, 7, 20, 2), id='vPQueue2', buttonSize=(2, 2), showSlider=0, tags=['pl'], action='onQueueItemSelected', orderNo=2) ui.Title(self.win, layout=(0, 9, 20, 1), text=_('Queue \"{0}\"'.format(res.globalQueueName(3))), align=ui.ALIGN_W, font='normal-bold') ui.ButtonArray(self.win, layout=(0, 10, 20, 2), id='vPQueue3', buttonSize=(2, 2), showSlider=0, tags=['pl'], action='onQueueItemSelected', orderNo=3) ui.Title(self.win, layout=(0, 12, 20, 1), text=_('Queue \"{0}\"'.format(res.globalQueueName(4))), align=ui.ALIGN_W, font='normal-bold') ui.ButtonArray(self.win, layout=(0, 13, 20, 2), id='vPQueue4', buttonSize=(2, 2), showSlider=0, tags=['pl'], action='onQueueItemSelected', orderNo=4) ui.Label(self.win, layout=(0, 16, 20, 1), id='vTaskName', align=ui.ALIGN_W, font='normal-bold', tags=['queue', 'data']) ui.Label(self.win, layout=(9, 17, 7, 1), text=_('Construction pts'), align=ui.ALIGN_W, tags=['queue']) ui.Label(self.win, layout=(16, 17, 4, 1), id='vTaskConstPoints', align=ui.ALIGN_E, tags=['queue', 'data']) ui.Label(self.win, layout=(0, 17, 5, 1), text=_('Quantity'), align=ui.ALIGN_W, tags=['queue']) ui.Label(self.win, layout=(5, 17, 3, 1), id='vTaskQuantity', align=ui.ALIGN_E, tags=['queue', 'data']) ui.Button(self.win, layout=(0, 18, 2, 1), id='vITFirst', text=_('<<'), tags=['queue'], action='onMoveTaskFirstLast', tooltipTitle=_('Move task to first position in queue'), data=-1) ui.Button(self.win, layout=(2, 18, 2, 1), id='vITPrev', text=_('<'), tags=['queue'], action='onMoveTask', data=-1, tooltipTitle=_('Move task to previous position in queue')) ui.Button(self.win, layout=(4, 18, 2, 1), id='vITNext', text=_('>'), tags=['queue'], action='onMoveTask', data=1, tooltipTitle=_('Move task to next position in queue')) ui.Button(self.win, layout=(6, 18, 2, 1), id='vITLast', text=_('>>'), tags=['queue'], action='onMoveTaskFirstLast', tooltipTitle=_('Move task to last position in queue'), data=1) ui.Button(self.win, layout=(8, 18, 4, 1), text=_('Quantity'), tags=['queue'], action='onQtyTask', tooltipTitle=_('Change task quantity')) ui.Button(self.win, layout=(12, 18, 4, 1), text=_('Info'), id="vITInfo", tags=['queue'], action='onTaskInfo', tooltipTitle=_('Show task informations')) ui.Button(self.win, layout=(16, 18, 4, 1), text=_('Abort'), tags=['queue'], action='onAbortTask', tooltipTitle=_('Abort task construction')) # status bar + submit/cancel ui.TitleButton(self.win, layout=(15, 19, 5, 1), text=_('Close'), action='onClose') ui.Title(self.win, id='vStatusBar', layout=(0, 19, 15, 1), align=ui.ALIGN_W)