def display(self, techType, techSubtype, selectCallback, selected=0, hullID=0): self.techID = OID_NONE self.selectCallback = selectCallback self.techType = techType self.techSubtype = techSubtype self.selected = selected if hullID: self.hullType = client.getFullTechInfo(hullID).combatClass else: self.hullType = 0 self.typeFilter = ENGINE | SMALL | MEDIUM | LARGE | PLANET | OTHER self.win.vEngine.checked = self.typeFilter & ENGINE self.win.vSmall.checked = self.typeFilter & SMALL self.win.vMedium.checked = self.typeFilter & MEDIUM self.win.vLarge.checked = self.typeFilter & LARGE self.win.vPlanet.checked = self.typeFilter & PLANET self.win.vOther.checked = self.typeFilter & OTHER self.show() self.win.show() # register for updates if self not in gdata.updateDlgs: gdata.updateDlgs.append(self)
def _processProdQueue(self, planet): player = client.getPlayer() if planet.prodQueue and planet.effProdProd > 0: index = 0 totalProd = 0 for task in planet.prodQueue: if task.isShip: tech = player.shipDesigns[task.techID] else: tech = client.getFullTechInfo(task.techID) prodFirst, prodNext = self._getTaskProd(task, tech, planet.oid) if index == 0: constrInfo = tech.name etc = math.ceil(float(prodFirst) / planet.effProdProd) totalProd += prodFirst + prodNext index += 1 etc = res.formatTime(etc) totalEtc = res.formatTime(math.ceil(float(totalProd) / planet.effProdProd)) elif planet.prodQueue: task = planet.prodQueue[0] if task.isShip: tech = player.shipDesigns[task.techID] else: tech = client.getTechInfo(task.techID) constrInfo = tech.name etc = _('N/A') totalEtc = _("N/A") else: constrInfo = _("-") etc = "-" totalEtc = _("-") return constrInfo, etc, totalEtc
def showDesigns(self): player = client.getPlayer() # check if highlighted ship design exists if self.highlightedDesignID not in player.shipDesigns: self.highlightedDesignID = None # designs highlighted = None items = [] for designID in player.shipDesigns: spec = player.shipDesigns[designID] countInService = self._getNumberInFleets(designID) countInBuild = self._getNumberInBuild(designID) # ui list item hullTech = client.getFullTechInfo(spec.hullID) item = ui.Item(spec.name, tDesignID=designID, tClass="%s/%s%d" % (_(gdata.shipClasses[spec.combatClass][:1].upper()), _("TL"), hullTech.level), tNumber=countInService, tInBuild=countInBuild) if spec.upgradeTo: item.foreground = gdata.sevColors[gdata.NONE] if designID == self.highlightedDesignID: highlighted = item items.append(item) self.win.vDesigns.items = items self.win.vDesigns.itemsChanged() self.win.vDesigns.highlightItem(highlighted, 0)
def showProdQueue(self, id): # construction queue prodQueue = self.player.prodQueues[id] items = [] index = 0 for task in prodQueue: if task.isShip: tech = self.player.shipDesigns[task.techID] icons = ((res.getShipImg(tech.combatClass, tech.isMilitary), ui.ALIGN_NONE),) else: tech = client.getFullTechInfo(task.techID) icons = ((res.getTechImg(task.techID), ui.ALIGN_NONE),) item = ui.Item(text = str(task.quantity), font = 'small', align = ui.ALIGN_NE, icons = icons, tooltipTitle = "", tooltip = tech.name, statustip = tech.name, index = index, const = tech.buildProd*task.quantity) if task.isShip: item.background = None else: item.background = (0x44, 0x44, 0x44) items.append(item) index += 1 icons = ((res.getTechImg(1), ui.ALIGN_NONE),) item = ui.Item(_('New'), font = 'small-bold', align = ui.ALIGN_SW, icons = icons, index = None) items.append(item) self.vPQueues[id].items = items self.vPQueues[id].itemsChanged()
def calcDesign(self, designID, count=1, addHP=True): player = client.getPlayer() spec = player.shipDesigns[designID] size = spec.combatClass eqIDs = spec.weaponIDs #equipment list for eqID in eqIDs: tech = client.getFullTechInfo(eqID) if tech.subtype == "seq_wpn": try: level = player.techs[eqID] except: level = 1 #tech not researched improvement = Rules.techImprEff[level] dmgMin = tech.weaponDmgMin * tech.weaponROF dmgMax = tech.weaponDmgMax * tech.weaponROF weaponclass = tech.weaponClass if self.showOnlyShieldPiercing and not tech.weaponIgnoreShield: continue if size == 0: self.sm_min[weaponclass] += int(count * dmgMin * improvement) self.sm_max[weaponclass] += int(count * dmgMax * improvement) elif size == 1: self.med_min[weaponclass] += int(count * dmgMin * improvement) self.med_max[weaponclass] += int(count * dmgMax * improvement) elif size == 2: self.lg_min[weaponclass] += int(count * dmgMin * improvement) self.lg_max[weaponclass] += int(count * dmgMax * improvement) if addHP: if size == 0: self.sm['num'] += count self.sm['hp'] += spec.maxHP * count self.sm['sh'] += spec.shieldHP * count elif size == 1: self.med['num'] += count self.med['hp'] += spec.maxHP * count self.med['sh'] += spec.shieldHP * count elif size == 2: self.lg['num'] += count self.lg['hp'] += spec.maxHP * count self.lg['sh'] += spec.shieldHP * count if size == 0: self.sm['catt'] += spec.combatAtt * count self.sm['cdef'] += spec.combatDef * count self.sm['mdef'] += spec.missileDef * count elif size == 1: self.med['catt'] += spec.combatAtt * count self.med['cdef'] += spec.combatDef * count self.med['mdef'] += spec.missileDef * count elif size == 2: self.lg['catt'] += spec.combatAtt * count self.lg['cdef'] += spec.combatDef * count self.lg['mdef'] += spec.missileDef * count return size
def getTechShortname(techid): try: tech = client.getFullTechInfo(techid) if (tech.shortname != ''): return tech.shortname return tech.name except: return _('Unknown')
def showDesigns(self): player = client.getPlayer() # check if highlighted ship design exists if self.highlightedDesignID not in player.shipDesigns: self.highlightedDesignID = None # designs highlighted = None items = [] for designID in player.shipDesigns: spec = player.shipDesigns[designID] # number of ships with this design in fleet countInService = 0 for fleetID in player.fleets: fleet = client.get(fleetID) for tmpDesignID, hp, shieldHP, exp in fleet.ships: if tmpDesignID == designID: countInService += 1 hullTech = client.getFullTechInfo(spec.hullID) # number of ships in build queue countInBuild = 0 for planetID in client.db.keys(): planet = client.get(planetID, noUpdate=1) # skip non-planets if not hasattr(planet, "type") or planet.type != Const.T_PLANET \ or not hasattr(planet, 'owner') or not planet.owner == player.oid \ or not planet.prodQueue: continue for task in planet.prodQueue: if task.isShip and task.techID == designID: countInBuild += task.quantity # plus ships in global queue for queue in player.prodQueues: for task in queue: if task.isShip and task.techID == designID: countInBuild += task.quantity # ui list item item = ui.Item( spec.name, tDesignID=designID, tClass="%s/%s%d" % ( _(gdata.shipClasses[spec.combatClass][:1].upper()), _("TL"), hullTech.level, ), tNumber=countInService, tInBuild=countInBuild) if spec.upgradeTo: item.foreground = gdata.sevColors[gdata.NONE] if designID == self.highlightedDesignID: highlighted = item items.append(item) self.win.vDesigns.items = items self.win.vDesigns.itemsChanged() self.win.vDesigns.highlightItem(highlighted, 0)
def calcDesign(self,designID,count=1,addHP=True): player = client.getPlayer() spec = player.shipDesigns[designID] size = spec.combatClass eqIDs = spec.weaponIDs #equipment list for eqID in eqIDs: tech = client.getFullTechInfo(eqID) if tech.subtype == "seq_wpn": try: level = player.techs[eqID] except: level = 1 #tech not researched improvement = Rules.techImprEff[level] dmgMin = tech.weaponDmgMin * tech.weaponROF dmgMax = tech.weaponDmgMax * tech.weaponROF weaponclass = tech.weaponClass if self.showOnlyShieldPiercing and not tech.weaponIgnoreShield: continue if size==0: self.sm_min[weaponclass] += int(count * dmgMin * improvement) self.sm_max[weaponclass] += int(count * dmgMax * improvement) elif size==1: self.med_min[weaponclass] += int(count * dmgMin * improvement) self.med_max[weaponclass] += int(count * dmgMax * improvement) elif size==2: self.lg_min[weaponclass] += int(count * dmgMin * improvement) self.lg_max[weaponclass] += int(count * dmgMax * improvement) if addHP: if size==0: self.sm['num'] += count self.sm['hp'] += spec.maxHP*count self.sm['sh'] += spec.shieldHP*count elif size==1: self.med['num'] += count self.med['hp'] += spec.maxHP*count self.med['sh'] += spec.shieldHP*count elif size==2: self.lg['num'] += count self.lg['hp'] += spec.maxHP*count self.lg['sh'] += spec.shieldHP*count if size==0: self.sm['catt'] += spec.combatAtt*count self.sm['cdef'] += spec.combatDef*count self.sm['mdef'] += spec.missileDef*count elif size==1: self.med['catt'] += spec.combatAtt*count self.med['cdef'] += spec.combatDef*count self.med['mdef'] += spec.missileDef*count elif size==2: self.lg['catt'] += spec.combatAtt*count self.lg['cdef'] += spec.combatDef*count self.lg['mdef'] += spec.missileDef*count return size
def showDesigns(self): player = client.getPlayer() # check if highlighted ship design exists if self.highlightedDesignID not in player.shipDesigns: self.highlightedDesignID = None # designs highlighted = None items = [] for designID in player.shipDesigns: spec = player.shipDesigns[designID] # number of ships with this design in fleet countInService = 0 for fleetID in player.fleets: fleet = client.get(fleetID) for tmpDesignID, hp, shieldHP, exp in fleet.ships: if tmpDesignID == designID: countInService += 1 hullTech = client.getFullTechInfo(spec.hullID) # number of ships in build queue countInBuild = 0 for planetID in client.db.keys(): planet = client.get(planetID, noUpdate = 1) # skip non-planets if not hasattr(planet, "type") or planet.type != Const.T_PLANET \ or not hasattr(planet, 'owner') or not planet.owner == player.oid \ or not planet.prodQueue: continue for task in planet.prodQueue: if task.isShip and task.techID == designID: countInBuild += task.quantity # plus ships in global queue for queue in player.prodQueues: for task in queue: if task.isShip and task.techID == designID: countInBuild += task.quantity # ui list item item = ui.Item(spec.name, tDesignID = designID, tClass = "%s/%s%d" % ( _(gdata.shipClasses[spec.combatClass][:1].upper()),_("TL"), hullTech.level, ), tNumber = countInService, tInBuild = countInBuild ) if spec.upgradeTo: item.foreground = gdata.sevColors[gdata.NONE] if designID == self.highlightedDesignID: highlighted = item items.append(item) self.win.vDesigns.items = items self.win.vDesigns.itemsChanged() self.win.vDesigns.highlightItem(highlighted, 0)
def display(self, techType, techSubtype, selectCallback, selected = 0, hullID = 0): self.techID = Const.OID_NONE self.selectCallback = selectCallback self.techType = techType self.techSubtype = techSubtype self.selected = selected if hullID: self.hullType = client.getFullTechInfo(hullID).combatClass else: self.hullType = 0 self.typeFilter = ENGINE | \ SMALL | MEDIUM | LARGE | PLANET | \ OTHER | ARMOR | SHIELD | POD | SCANNER self.show() self.win.show() # register for updates if self not in gdata.updateDlgs: gdata.updateDlgs.append(self)
def _processResearchableTech(self, tech): player = client.getPlayer() item = ui.Item(tech.name, tLevel=tech.level, techID=tech.id) item.tStruct = '*' if getattr(tech, 'isStructure', None) else '' item.tShip = '*' if getattr(tech, 'isShipEquip', None) else '' neededSci = Utils.getTechRCost(player, tech.id) item.tETC = res.formatTime( float(neededSci) / player.effSciPoints) if player.effSciPoints > 0 else _("N/A") item.foreground = None if client.getFullTechInfo( tech.id ).finishResearchHandler == TechHandlers.finishResTLAdvance: item.foreground = gdata.sevColors[gdata.CRI] elif getattr(tech, "researchDisables", None): item.foreground = (0xff, 0xff, 0x00) return item
def show(self): self.precompute() keys = self._mines.keys() keys.sort() items = [] for minetech in keys: num = self._mines[minetech] tech = client.getFullTechInfo(minetech) if tech.weaponIgnoreShield: igsh = _('Yes') else: igsh = _('No') items.append( ui.Item(tech.name, tNum=num, tMinDmg=tech.weaponDmgMin, tMaxDmg=tech.weaponDmgMax, tAtt=tech.weaponAtt, tIS=igsh)) self.win.vMines.items = items self.win.vMines.itemsChanged()
def show(self): self.precompute() keys = self._mines.keys() keys.sort() items = [] for minetech in keys: num = self._mines[minetech] tech = client.getFullTechInfo(minetech) if tech.weaponIgnoreShield: igsh = _('Yes') else: igsh = _('No') items.append(ui.Item(tech.name, tNum = num, tMinDmg = tech.weaponDmgMin, tMaxDmg = tech.weaponDmgMax, tAtt = tech.weaponAtt, tIS = igsh )) self.win.vMines.items = items self.win.vMines.itemsChanged()
def _processResearchQueueTask(self, task): player = client.getPlayer() tech = client.getTechInfo(task.techID) fulltech = client.getFullTechInfo(task.techID) researchSci = Utils.getTechRCost(player, task.techID, task.improvement) item = ui.Item(tech.name, techID=task.techID) item.tooltipTitle = _("Details") item.tooltip = _("Research points %d/%d, change %d pts/turn.") % ( task.currSci, researchSci, task.changeSci) item.statustip = item.tooltip item.tImpToMax = "*" if task.improveToMax else "" item.tImproveToMax = task.improveToMax item.tProgress = _("%d %%") % int( task.currSci * 100 / researchSci) if task.currSci > 0 else _("-") totalSci = 0 if task.changeSci > 0: etc = float(researchSci - task.currSci) / max( task.changeSci, player.effSciPoints) totalSci += researchSci - task.currSci if player.effSciPoints > 0: item.tETC = res.formatTime(etc) else: item.tETC = res.getNA() elif task.changeSci < 0: etc = -float(task.currSci) / min(task.changeSci, player.effSciPoints) item.tETC = _("[%s]") % res.formatTime(etc) elif player.effSciPoints > 0: etc = float(researchSci) / player.effSciPoints totalSci += researchSci item.tETC = res.formatTime(etc) else: item.tETC = res.getNA() if task.improveToMax: for impr in range(task.improvement + 1, fulltech.maxImprovement + 1): totalSci += Utils.getTechRCost(player, task.techID, impr) item.tLevel = _("%d-%d") % (tech.level, task.improvement) return item, totalSci
def display(self, techType, techSubtype, selectCallback, selected = 0, hullID = 0): self.techID = OID_NONE self.selectCallback = selectCallback self.techType = techType self.techSubtype = techSubtype self.selected = selected if hullID: self.hullType = client.getFullTechInfo(hullID).combatClass else: self.hullType = 0 self.typeFilter = ENGINE | SMALL | MEDIUM | LARGE | PLANET | OTHER self.win.vEngine.checked = self.typeFilter & ENGINE self.win.vSmall.checked = self.typeFilter & SMALL self.win.vMedium.checked = self.typeFilter & MEDIUM self.win.vLarge.checked = self.typeFilter & LARGE self.win.vPlanet.checked = self.typeFilter & PLANET self.win.vOther.checked = self.typeFilter & OTHER self.show() self.win.show() # register for updates if self not in gdata.updateDlgs: gdata.updateDlgs.append(self)
def showProdQueue(self, id): # construction queue prodQueue = self.player.prodQueues[id] items = [] index = 0 for task in prodQueue: if task.isShip: tech = self.player.shipDesigns[task.techID] icons = ((res.getShipImg(tech.combatClass, tech.isMilitary), ui.ALIGN_NONE), ) else: tech = client.getFullTechInfo(task.techID) icons = ((res.getTechImg(task.techID), ui.ALIGN_NONE), ) item = ui.Item(text=str(task.quantity), font='small', align=ui.ALIGN_NE, icons=icons, tooltipTitle="", tooltip=tech.name, statustip=tech.name, index=index, const=tech.buildProd * task.quantity) if task.isShip: item.background = None else: item.background = (0x44, 0x44, 0x44) items.append(item) index += 1 icons = ((res.getTechImg(1), ui.ALIGN_NONE), ) item = ui.Item(_('New'), font='small-bold', align=ui.ALIGN_SW, icons=icons, index=None) items.append(item) self.vPQueues[id].items = items self.vPQueues[id].itemsChanged()
def display(self, techType, techSubtype, selectCallback, selected=0, hullID=0): self.techID = Const.OID_NONE self.selectCallback = selectCallback self.techType = techType self.techSubtype = techSubtype self.selected = selected if hullID: self.hullType = client.getFullTechInfo(hullID).combatClass else: self.hullType = 0 self.typeFilter = ENGINE | \ SMALL | MEDIUM | LARGE | PLANET | \ OTHER | ARMOR | SHIELD | POD | SCANNER self.show() self.win.show() # register for updates if self not in gdata.updateDlgs: gdata.updateDlgs.append(self)
def getTechName(techID): try: return client.getFullTechInfo(techID).name except: return _('Unknown')
def getTechShortname(techID): tech = client.getFullTechInfo(techID) try: return tech.shortname if tech.shortname else tech.name except: return _('Unknown')
def getTechName(techid): try: tech = client.getFullTechInfo(techid) return tech.name except: return _('Unknown')
def show(self): player = client.getPlayer() # title self.win.vRQueueTitle.text = _('Research queue [%d pts/turn]') % ( player.effSciPoints, ) self.win.title = _("Research [TL%d]") % player.techLevel # Known techs items = [] #~researchable = {} disabled = [] taskIDs = {} for task in player.rsrchQueue: taskIDs[task.techID] = None for techID in player.techs.keys(): if techID in player.obsoleteTechs and not self.showObsolete: continue tech = client.getTechInfo(techID) improvement = player.techs[techID] item = ui.Item(tech.name, techID = techID, tLevel = '%d-%d' % (tech.level, improvement), tStruct = (' ', '*')[tech.isStructure], tShip = (' ', '*')[tech.isShipEquip], ) if improvement < Rules.techMaxImprovement and improvement < tech.maxImprovement: neededSci = Utils.getTechRCost(player, techID) if player.effSciPoints > 0: item.tETC = res.formatTime(float(neededSci) / player.effSciPoints) else: item.tETC = _("N/A") found = 0 if taskIDs.has_key(techID): item.foreground = (0xd0, 0xd0, 0xd0) else: item.foreground = None else: item.tETC = res.getNA() item.foreground = (0x80, 0x80, 0x80) if not self.showCompleted: # skip this item continue if techID in player.obsoleteTechs: item.foreground = (0x80, 0x40, 0x40) items.append(item) disabled.extend(tech.researchDisables) #~for improvement in range(1, improvement + 1): #~ for techID in tech.researchEnables[improvement]: #~ researchable[techID] = 1 self.win.vKTechs.items = items self.win.vKTechs.itemsChanged() # Research queue items = [] index = 0 queueTechs = [] total = 0 for task in player.rsrchQueue: tech = client.getTechInfo(task.techID) fulltech = client.getFullTechInfo(task.techID) queueTechs.append(task.techID) item = ui.Item(tech.name, techID = task.techID, index = index) 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) item.tooltipTitle = _("Details") item.tooltip = _("Research points %d/%d, change %d pts/turn.") % (task.currSci, researchSci, task.changeSci) item.statustip = item.tooltip item.tImpToMax = ["", "*"][task.improveToMax] item.tImproveToMax = task.improveToMax if task.currSci > 0: item.tProgress = _("%d %%") % int(task.currSci * 100 / researchSci) else: item.tProgress = _("-") if task.changeSci > 0: value = float(researchSci - task.currSci) / max(task.changeSci, player.effSciPoints) total += int(value + 1) if player.effSciPoints > 0: total += float(maxImpTotalSci) / player.effSciPoints item.tETC = res.formatTime(value) else: total = 0 item.tETC = res.getNA() elif task.changeSci < 0: value = - float(task.currSci) / min(task.changeSci, player.effSciPoints) item.tETC = _("[%s]") % res.formatTime(value) elif player.effSciPoints > 0: value = float(researchSci) / player.effSciPoints total += int(value + 1) total += float(maxImpTotalSci) / player.effSciPoints item.tETC = res.formatTime(value) else: item.tETC = res.getNA() item.tLevel = _("%d-%d") % (tech.level, task.improvement) items.append(item) index += 1 self.win.vRQueue.items = items self.win.vRQueue.itemsChanged() self.win.vRQueueTop.enabled = 0 self.win.vRQueueUp.enabled = 0 self.win.vRQueueDown.enabled = 0 self.win.vRQueueAbort.enabled = 0 self.win.vRQueueRepat.enabled = 0 self.win.vRQueueRepat.pressed = 0 self.win.vRQueueInfo.enabled = 0 if total == 0: self.win.vRTotal.text = _("N/A") else: self.win.vRTotal.text = res.formatTime(total) # Researchable techs items = [] for techID in client.getAllTechIDs(): if player.techs.has_key(techID) or techID in queueTechs \ or techID in disabled: continue # can check requirements tech = client.getTechInfo(techID) if not hasattr(tech, "partialData"): continue item = ui.Item(tech.name, tLevel = tech.level, techID = techID) if hasattr(tech, 'isStructure'): item.tStruct = ('', '*')[tech.isStructure] else: item.tStruct = '' if hasattr(tech, 'isShipEquip'): item.tShip = ('', '*')[tech.isShipEquip] else: item.tShip = '' if hasattr(tech, 'researchMod'): neededSci = Utils.getTechRCost(player, techID) if player.effSciPoints > 0: item.tETC = res.formatTime(float(neededSci) / player.effSciPoints) else: item.tETC = _("N/A") item.foreground = None else: item.tSci = res.getNA() item.foreground = (0xc0, 0xc0, 0xc0) # skip this item continue if hasattr(tech, "researchDisables") and tech.researchDisables: item.foreground = (0xff, 0xff, 0x00) if client.getFullTechInfo(techID).finishResearchHandler == TechHandlers.finishResTLAdvance: item.foreground = gdata.sevColors[gdata.CRI] items.append(item) self.win.vRTechs.items = items self.win.vRTechs.itemsChanged()
def show(self): player = client.getPlayer() # items = [] for planetID in client.db.keys(): planet = client.get(planetID, noUpdate = 1) # skip non-planets if not hasattr(planet, "type") or planet.type != T_PLANET: continue # shall be shown? ok = 0 if hasattr(planet, 'owner'): if self.showMine and planet.owner == player.oid: ok = 1 if self.showOtherPlayers and planet.owner != OID_NONE and \ planet.owner != player.oid: ok = 1 if self.showColonizable and planet.owner == OID_NONE and \ planet.plType not in ('G', 'A'): ok = 1 if self.showUncolonizable and planet.plType in ('G', 'A'): ok = 1 elif hasattr(planet, 'plType'): if self.showColonizable and planet.plType not in ('G', 'A'): ok = 1 if self.showUncolonizable and planet.plType in ('G', 'A'): ok = 1 if not ok: continue # fill in data #rel = REL_UNDEF maxNA = 999999 maxNone = 99999 ownerID = OID_NONE if hasattr(planet, 'owner'): ownerID = planet.owner #if planet.owner != OID_NONE: # rel = client.getRelationTo(planet.owner) if planet.owner == OID_NONE: #else: owner = _('[Nobody]') if hasattr(planet, 'owner') and planet.owner == player.oid: if planet.prodQueue and planet.effProdProd > 0: index = 0 totalEtc = 0 for task in planet.prodQueue: if task.isShip: tech = client.getPlayer().shipDesigns[task.techID] else: tech = client.getFullTechInfo(task.techID) if index == 0: constrInfo = tech.name # etc if task.targetID != planetID: if index == 0: etc = math.ceil(float(tech.buildProd * Rules.buildOnAnotherPlanetMod - task.currProd) / planet.effProdProd) totalEtc += etc totalEtc += math.ceil((task.quantity - 1) * float(tech.buildProd * Rules.buildOnAnotherPlanetMod) / planet.effProdProd) else: 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: if index == 0: etc = math.ceil(float(tech.buildProd - task.currProd) / planet.effProdProd) totalEtc += etc totalEtc += math.ceil((task.quantity - 1)* float(tech.buildProd) / 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) index += 1 etc_raw = etc etc = res.formatTime(etc) totalEtc_raw = totalEtc totalEtc = res.formatTime(totalEtc) elif planet.prodQueue: task = planet.prodQueue[0] if task.isShip: tech = client.getPlayer().shipDesigns[task.techID] else: tech = client.getTechInfo(task.techID) constrInfo = tech.name etc = _('N/A') etc_raw = maxNA totalEtc = _("N/A") totalEtc_raw = maxNA elif planet.effProdProd > 0: constrInfo = _("-") etc = "-" etc_raw = 0 totalEtc = _("-") totalEtc_raw = 0 else: constrInfo = _("-") etc = "-" etc_raw = maxNone totalEtc = _("-") totalEtc_raw = maxNone else: constrInfo = '?' etc = '?' etc_raw = maxNA totalEtc = '?' totalEtc_raw = maxNA # used slots if hasattr(planet, 'slots'): freeSlots = planet.plSlots - len(planet.slots) else: freeSlots = '?' # morale if hasattr(planet, "morale"): morale = int(planet.morale) else: morale = "?" # plType = gdata.planetTypes[getattr(planet, 'plType', None)] # list item item = ui.Item( getattr(planet, 'name', res.getUnknownName()), tPlType = _(plType), tPlBio = getattr(planet, 'plBio', '?'), tPlMin = getattr(planet, 'plMin', '?'), tPlEn = getattr(planet, 'plEn', '?'), tChangeBio = getattr(planet, 'changeBio', '?'), tChangeEn = getattr(planet, 'changeEn', '?'), tETC = etc, tETC_raw = etc_raw, tTotalETC = totalEtc, tTotalETC_raw = totalEtc_raw, tConstrInfo = constrInfo, tFree = freeSlots, tMorale = morale, tSpace = getattr(planet, 'plSlots', '?'), tDiam = getattr(planet, 'plDiameter',0)/1000, tProd = getattr(planet, 'effProdProd', '?'), tSci = getattr(planet, 'effProdSci', '?'), tPlanetID = planetID, #foreground = res.getFFColorCode(rel), foreground = res.getPlayerColor(ownerID), ) items.append(item) self.win.vPlanets.items = items self.win.vPlanets.itemsChanged() # buttons self.win.vMine.pressed = self.showMine self.win.vOtherPlayers = self.showOtherPlayers self.win.vColonizable = self.showColonizable self.win.vUncolonizable = self.showUncolonizable
def show(self): player = client.getPlayer() # check if selected ship design exists if self.selectedDesignID not in player.shipDesigns: self.selectedDesignID = None # designs items = [] selected = None items = [] for designID in player.shipDesigns: spec = player.shipDesigns[designID] # number of ships with this design in fleet countInService = 0 for fleetID in player.fleets: fleet = client.get(fleetID) for tmpDesignID, hp, shieldHP, exp in fleet.ships: if tmpDesignID == designID: countInService += 1 hullTech = client.getFullTechInfo(spec.hullID) # number of ships in build queue countInBuild = 0 for planetID in client.db.keys(): planet = client.get(planetID, noUpdate = 1) # skip non-planets if not hasattr(planet, "type") or planet.type != T_PLANET \ or not hasattr(planet, 'owner') or not planet.owner == player.oid \ or not planet.prodQueue: continue for task in planet.prodQueue: if task.isShip and task.techID == designID: countInBuild += task.quantity # ui list item item = ui.Item(spec.name, tDesignID = designID, tClass = "%s/%s%d" % ( _(gdata.shipClasses[spec.combatClass][:1].upper()),_("TL"), hullTech.level, ), tNumber = countInService, tInBuild = countInBuild ) if spec.upgradeTo: item.foreground = gdata.sevColors[gdata.NONE] if designID == self.selectedDesignID: selected = item items.append(item) self.win.vDesigns.items = items self.win.vDesigns.itemsChanged() self.win.vDesigns.selectItem(selected) # compute if self.selectedDesignID == None: if self.ctrlID: eqIDs = {self.ctrlID : 1} else: eqIDs = {} for eqID in self.eqIDs: eqIDs[eqID] = self.eqIDs[eqID] improvements = [] self.win.vUpgrade.enabled = 0 self.win.vUpgrade.text = _("Upgrade") self.win.vScrap.enabled = 0 self.win.vConstruct.enabled = 1 else: spec = player.shipDesigns[self.selectedDesignID] self.hullID = spec.hullID eqIDs = spec.eqIDs improvements = spec.improvements self.win.vName.text = spec.name self.win.vHull.text = client.getTechInfo(self.hullID).name self.eqIDs = {} for eqID in eqIDs: tech = client.getTechInfo(eqID) if tech.subtype == "seq_ctrl": self.ctrlID = eqID self.win.vCtrl.text = tech.name else: self.eqIDs[eqID] = eqIDs[eqID] if player.shipDesigns[self.selectedDesignID].upgradeTo == 0: self.win.vUpgrade.enabled = 1 self.win.vUpgrade.text = _("Upgrade") else: self.win.vUpgrade.enabled = 1 self.win.vUpgrade.text = _("Cancel Upgrd") self.win.vScrap.enabled = 1 self.win.vConstruct.enabled = 0 try: result = ShipUtils.makeShipFullSpec(player, None, self.hullID, eqIDs, improvements) except GameException, e: self.win.setStatus(e.args[0]) try: result = ShipUtils.makeShipFullSpec(player, None, self.hullID, eqIDs, improvements, raiseExs = False) except GameException: result = None
def show(self): player = client.getPlayer() # items = [] for planetID in client.db.keys(): planet = client.get(planetID, noUpdate=1) # skip non-planets if not hasattr(planet, "type") or planet.type != Const.T_PLANET: continue # shall be shown? ok = 0 if hasattr(planet, 'owner'): if self.showMine and planet.owner == player.oid: ok = 1 if self.showOtherPlayers and planet.owner != Const.OID_NONE and \ planet.owner != player.oid: ok = 1 if self.showColonizable and planet.owner == Const.OID_NONE and \ planet.plType not in ('G', 'A'): ok = 1 if self.showUncolonizable and planet.plType in ('G', 'A'): ok = 1 elif hasattr(planet, 'plType'): if self.showColonizable and planet.plType not in ('G', 'A'): ok = 1 if self.showUncolonizable and planet.plType in ('G', 'A'): ok = 1 if not ok: continue # fill in data #rel = Const.REL_UNDEF maxNA = 999999 maxNone = 99999 ownerID = Const.OID_NONE if hasattr(planet, 'owner'): ownerID = planet.owner #if planet.owner != Const.OID_NONE: # rel = client.getRelationTo(planet.owner) if planet.owner == Const.OID_NONE: #else: owner = _('[Nobody]') if hasattr(planet, 'owner') and planet.owner == player.oid: if planet.prodQueue and planet.effProdProd > 0: index = 0 totalEtc = 0 for task in planet.prodQueue: if task.isShip: tech = client.getPlayer().shipDesigns[task.techID] else: tech = client.getFullTechInfo(task.techID) if index == 0: constrInfo = tech.name # etc if task.targetID != planetID: if index == 0: etc = math.ceil( float(tech.buildProd * Rules.buildOnAnotherPlanetMod - task.currProd) / planet.effProdProd) totalEtc += etc totalEtc += math.ceil( (task.quantity - 1) * float(tech.buildProd * Rules.buildOnAnotherPlanetMod) / planet.effProdProd) else: 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: if index == 0: etc = math.ceil( float(tech.buildProd - task.currProd) / planet.effProdProd) totalEtc += etc totalEtc += math.ceil( (task.quantity - 1) * float(tech.buildProd) / 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) index += 1 etc_raw = etc etc = res.formatTime(etc) totalEtc_raw = totalEtc totalEtc = res.formatTime(totalEtc) elif planet.prodQueue: task = planet.prodQueue[0] if task.isShip: tech = client.getPlayer().shipDesigns[task.techID] else: tech = client.getTechInfo(task.techID) constrInfo = tech.name etc = _('N/A') etc_raw = maxNA totalEtc = _("N/A") totalEtc_raw = maxNA elif planet.effProdProd > 0: constrInfo = _("-") etc = "-" etc_raw = 0 totalEtc = _("-") totalEtc_raw = 0 else: constrInfo = _("-") etc = "-" etc_raw = maxNone totalEtc = _("-") totalEtc_raw = maxNone else: constrInfo = '?' etc = '?' etc_raw = maxNA totalEtc = '?' totalEtc_raw = maxNA # used slots if hasattr(planet, 'slots'): freeSlots = planet.plSlots - len(planet.slots) else: freeSlots = '?' # morale if hasattr(planet, "morale"): morale = int(planet.morale) else: morale = "?" # plType = gdata.planetTypes[getattr(planet, 'plType', None)] # list item item = ui.Item( getattr(planet, 'name', res.getUnknownName()), tPlType=_(plType), tPlBio=getattr(planet, 'plBio', '?'), tPlMin=getattr(planet, 'plMin', '?'), tPlEn=getattr(planet, 'plEn', '?'), tChangeBio=getattr(planet, 'changeBio', '?'), tChangeEn=getattr(planet, 'changeEn', '?'), tETC=etc, tETC_raw=etc_raw, tTotalETC=totalEtc, tTotalETC_raw=totalEtc_raw, tConstrInfo=constrInfo, tFree=freeSlots, tMorale=morale, tSpace=getattr(planet, 'plSlots', '?'), tDiam=getattr(planet, 'plDiameter', 0) / 1000, tProd=getattr(planet, 'effProdProd', '?'), tSci=getattr(planet, 'effProdSci', '?'), tPlanetID=planetID, #foreground = res.getFFColorCode(rel), foreground=res.getPlayerColor(ownerID), ) items.append(item) self.win.vPlanets.items = items self.win.vPlanets.itemsChanged() # buttons self.win.vMine.pressed = self.showMine self.win.vOtherPlayers = self.showOtherPlayers self.win.vColonizable = self.showColonizable self.win.vUncolonizable = self.showUncolonizable
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 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 show(self): player = client.getPlayer() # title self.win.vRQueueTitle.text = _('Research queue [%d pts/turn]') % ( player.effSciPoints, ) self.win.title = _("Research [TL%d]") % player.techLevel # Known techs items = [] #~researchable = {} disabled = [] taskIDs = {} for task in player.rsrchQueue: taskIDs[task.techID] = None for techID in player.techs.keys(): tech = client.getTechInfo(techID) improvement = player.techs[techID] item = ui.Item(tech.name, techID = techID, tLevel = '%d-%d' % (tech.level, improvement), tStruct = (' ', '*')[tech.isStructure], tShip = (' ', '*')[tech.isShipEquip], ) if improvement < Rules.techMaxImprovement and improvement < tech.maxImprovement: neededSci = Utils.getTechRCost(player, techID) if player.effSciPoints > 0: item.tETC = res.formatTime(float(neededSci) / player.effSciPoints) else: item.tETC = _("N/A") found = 0 if taskIDs.has_key(techID): item.foreground = (0xd0, 0xd0, 0xd0) else: item.foreground = None else: item.tETC = res.getNA() item.foreground = (0x80, 0x80, 0x80) if not self.showCompleted: # skip this item continue items.append(item) disabled.extend(tech.researchDisables) #~for improvement in range(1, improvement + 1): #~ for techID in tech.researchEnables[improvement]: #~ researchable[techID] = 1 self.win.vKTechs.items = items self.win.vKTechs.itemsChanged() # Research queue items = [] index = 0 queueTechs = [] total = 0 for task in player.rsrchQueue: tech = client.getTechInfo(task.techID) fulltech = client.getFullTechInfo(task.techID) queueTechs.append(task.techID) item = ui.Item(tech.name, techID = task.techID, index = index) 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) item.tooltip = _("Research points %d/%d, change %d pts/turn.") % (task.currSci, researchSci, task.changeSci) item.statustip = item.tooltip item.tImpToMax = ["", "*"][task.improveToMax] item.tImproveToMax = task.improveToMax if task.currSci > 0: item.tProgress = _("%d %%") % int(task.currSci * 100 / researchSci) else: item.tProgress = _("-") if task.changeSci > 0: value = float(researchSci - task.currSci) / max(task.changeSci, player.effSciPoints) total += int(value + 1) if player.effSciPoints > 0: total += float(maxImpTotalSci) / player.effSciPoints item.tETC = res.formatTime(value) else: total = 0 item.tETC = res.getNA() elif task.changeSci < 0: value = - float(task.currSci) / min(task.changeSci, player.effSciPoints) item.tETC = _("[%s]") % res.formatTime(value) elif player.effSciPoints > 0: value = float(researchSci) / player.effSciPoints total += int(value + 1) total += float(maxImpTotalSci) / player.effSciPoints item.tETC = res.formatTime(value) else: item.tETC = res.getNA() item.tLevel = _("%d-%d") % (tech.level, task.improvement) items.append(item) index += 1 self.win.vRQueue.items = items self.win.vRQueue.itemsChanged() self.win.vRQueueTop.enabled = 0 self.win.vRQueueUp.enabled = 0 self.win.vRQueueDown.enabled = 0 self.win.vRQueueAbort.enabled = 0 self.win.vRQueueRepat.enabled = 0 self.win.vRQueueRepat.pressed = 0 self.win.vRQueueInfo.enabled = 0 if total == 0: self.win.vRTotal.text = _("N/A") else: self.win.vRTotal.text = res.formatTime(total) # Researchable techs items = [] for techID in client.getAllTechIDs(): if player.techs.has_key(techID) or techID in queueTechs \ or techID in disabled: continue # can check requirements tech = client.getTechInfo(techID) if not hasattr(tech, "partialData"): continue item = ui.Item(tech.name, tLevel = tech.level, techID = techID) if hasattr(tech, 'isStructure'): item.tStruct = ('', '*')[tech.isStructure] else: item.tStruct = '' if hasattr(tech, 'isShipEquip'): item.tShip = ('', '*')[tech.isShipEquip] else: item.tShip = '' if hasattr(tech, 'researchMod'): neededSci = Utils.getTechRCost(player, techID) if player.effSciPoints > 0: item.tETC = res.formatTime(float(neededSci) / player.effSciPoints) else: item.tETC = _("N/A") item.foreground = None else: item.tSci = res.getNA() item.foreground = (0xc0, 0xc0, 0xc0) # skip this item continue if hasattr(tech, "researchDisables") and tech.researchDisables: item.foreground = (0xff, 0xff, 0x00) if client.getFullTechInfo(techID).finishResearchHandler == TechHandlers.finishResTLAdvance: item.foreground = gdata.sevColors[gdata.CRI] items.append(item) self.win.vRTechs.items = items self.win.vRTechs.itemsChanged()