Exemple #1
0
	def onMouseClick(self, e):
		w = e.widget.getWidth();
		h = e.widget.getHeight();

		wsize = World_GetGridSize()*100;

		mapx, mapy, z = savage.getLocalPlayer().getPosition();

		mapx = (e.x / float(w)) * wsize;
		mapy = wsize - (e.y / float(h)) * wsize;

		savage.getLocalPlayer().setPosition(Vec3(mapx, mapy, z));
Exemple #2
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    def newPreset(self, name):
        filteredname = ""
        for char in name:
            filteredname += char if Preset.PRESET_NAME_FILTER.match(
                char) else "_"
        name = filteredname
        file = File_Open("/presets/" + name + ".prs", "w")
        File_Write(file, "name:" + name + "\r\n")

        player = savage.getLocalPlayer()
        unit = player.getType().getName()
        race = savage.Team(player.getTeam()).getRace()

        File_Write(file, "race:" + race + "\r\n")
        File_Write(file, "unit:" + unit + "\r\n")

        for i in range(5):  #well, modders won't like this
            slot_objType = player.getInventorySlot(i)
            ammo = player.getAmmoSlot(i)
            name = slot_objType.getName() if slot_objType != None else ""
            File_Write(file,
                       str(i) + ":" + name)
            if ammo != None:
                quantity = int(
                    math.ceil(ammo / slot_objType.getValue("ammoStart")))
            else:
                quantity = 1
            File_Write(file, ":" + str(quantity) + "\r\n")

        File_Close(file)

        self.reloadPresets()
Exemple #3
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def updateInventory():
	player = savage.getLocalPlayer();
	
	for i in range(5):
		slot_objType = player.getInventorySlot(i);
		slot = loadout.inventorySlots[i];
		name = loadout.inventoryNames[i];
		ammo = loadout.inventoryAmmos[i];
		w , h = slot.getWidth() , slot.getHeight();

		if slot_objType != None:
			slot.setImage( slot_objType.getValue("icon")+".s2g" );
			name.setCaption( slot_objType.getValue("description") );
			
			if slot_objType.isManaWeapon():
				ammoCount = str(player.getManaUsesSlot(i, True));
			else: ammoCount = str(player.getAmmoSlot(i));
			if ammoCount == "None":
				ammoCount = "";

			ammo.setCaption( str( ammoCount ) );
		
		else:
			slot.setImage("/gui/standard/black.s2g");
			name.setCaption( loadout.SLOT_NAMES[i] );
			ammo.setCaption("");
		slot.setSize(w, h);
Exemple #4
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	def update(self):
		gobjs = savage.getActiveObjects();
		myteam = savage.getLocalPlayer().getTeam();
		self.buttons.erase();
		
		for go in gobjs:
			if go.isSpawnPoint() and ((cvar_getvalue("sv_allowWarmupAllSpawnLocs") == 1 and savage.getGameStatus()<=GAME_STATUS_WARMUP) or go.getTeam() == myteam):
				pos = go.getPosition();
				#create a button with the appropriate color and image
				button = glass.ImageButton();
				#and place it in the correct position
				button.setImage(go.getMapIcon());
				button.setSize(screenWidthPct(0.025),screenWidthPct(0.025));
				if go.getTeam() == myteam:
					button.setForegroundColor(white);
					if go.isComplete() == False:
						button.setForegroundColor(glass.Color(0,255,0));
					else:
						button.setClickAction("CL_RequestSpawn("+str(go.objectId)+")");
				else:
					if cvar_getvalue("sv_allowWarmupAllSpawnLocs") == 1 and savage.getGameStatus()<=GAME_STATUS_WARMUP:
						button.setClickAction("CL_RequestSpawn("+str(go.objectId)+")");
					else:
						button.setForegroundColor(glass.Color(255,0,0));
				scale = float(World_GetGridSize()*100.0);
				button.setX(int( self.minimap.getWidth()* pos[0]/scale - button.getWidth()/2  ));
				button.setY(int( self.minimap.getHeight()*(1-pos[1]/scale) - button.getHeight()/2 ));
				self.buttons.add(button);
Exemple #5
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    def frame(self):

        instantStr = "Instant:  " + str(round(
            cvar_getvalue("cl_fpsClient"))) + "\n"
        averageStr = "Average: " + str(round(
            cvar_getvalue("cl_fpsClientAvg"))) + "\n"
        serverStr = "Server:  " + str(round(
            cvar_getvalue("cl_fpsServer"))) + "\n"
        pingStr = "Ping:    " + str(savage.getLocalPlayer().getPing()) + " \n"

        out = ""

        clientFps = cvar_getvalue("cl_showfps")
        if clientFps in (1, 3):
            out += instantStr

        if clientFps in (2, 3):
            out += averageStr

        #Big: because it's not anyway, it's just the network send rate
        #if cvar_getvalue("cl_showfpsserver") == 1:
        #	out += serverStr;

        if cvar_getvalue("cl_showping") == 1:
            out += pingStr

        if out == "":
            self.setVisible(0)
            return

        self.label.setCaption(out)
        self.label.adjustSize()
        self.setHeight(self.label.getHeight() - 10)
Exemple #6
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    def senderStr(self, e):
        returnstr = ""
        myteam = 0
        sourceteam = e.source.getTeam()
        try:
            myteam = savage.getLocalPlayer().getTeam()
        except:
            pass
        #refs and comms always have the tag added to the end of their name

        if e.source.isCommander(): returnstr = "[C]" + returnstr
        elif e.source.isReferee(): returnstr = "[REF]" + returnstr

        returnstr = e.sourceName + returnstr

        #private messages don't respect colouring
        #spectators see all names as white
        #non-specs see enemies as red
        #ally comms are green
        #any other ally is blue
        #any spec-refs are gold
        #anyone else (specs) are white

        if e.scope == "msg_private":
            returnstr = privColorCode + returnstr
        elif e.source.isReferee() and e.source.getTeam() == 0:
            returnstr = refColorCode + returnstr
        elif sourceteam == myteam and e.source.isCommander():
            returnstr = commColorCode + returnstr
        else:
            returnstr = e.source.getNameColorCode() + returnstr

        returnstr = "^w" + e.clanIcon + returnstr

        return returnstr
Exemple #7
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	def update(self):
		player = savage.getLocalPlayer();
		team = savage.getTeamObject(player.getTeam());
		
		self.setAlpha(255);
		self.image.setAlpha(255);
		self.request.setVisible(False);
		
		if not self.objtype.isResearched():
			self.setVisible(False);
		else:
			self.setVisible(True);
			
		#self.image.setProgress(1.0);
		if self.objtype in team.getResearch():
			self.setVisible(True);
			for r in team.getResearch():
				if r == self.objtype:
					con_println("progressing \n")
					self.image.setProgress(r.getBuildProgress());
					break;
			
		if player.getGold() < self.objtype.getValue("playerCost"):
			self.request.setVisible(True);
			if self.objtype.isWeaponType():
				obj1 = player.getInventorySlot(1);
				if obj1 is not None and player.getGold() + obj1.getValue("playerCost") >= self.objtype.getValue("playerCost"):
					self.request.setVisible(False);

		self.maxDeployment.setCaption("");
		if self.objtype.getValue("maxDeployment") > 0:
			md = self.objtype.getValue("maxDeployment")-team.getDeployedCount(self.objtype.typeId);
			self.maxDeployment.setCaption(str(md).rjust(2));
Exemple #8
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def updateHealth():
	player = savage.getLocalPlayer();
	healthProportion = player.getHealthPct()
	
	hud.healthValue.setCaption( str(player.getHealth() ));
	hud.healthForeground.setHeight( int( hud.healthBackground.getHeight()*healthProportion ) );
	hud.healthForeground.setY( hud.healthBackground.getHeight() + hud.healthBackground.getY() - hud.healthForeground.getHeight() );
Exemple #9
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def frame():
	gametime = getGameTimeString(cvar_getvalue("game_timeLimitSeconds"));
	if gametime != "":
		if cvar_getvalue("game_timeLimitSeconds") < 45:
			gametime = "^900"+gametime;
		hud.timer.setCaption("^icon ../../gui/standard/icons/timer^" + gametime);
		hud.timer.adjustSize();
	else:
		hud.timer.setCaption("");
	
	player = savage.getLocalPlayer();
	
	hud.teamStatus.update();
	hud.updateGold();
	hud.updateHealth();
	hud.updateStamina();
	hud.updateInventory();
	hud.stateContainer.update();
	hud.updateCrosshairLimits();
	hud.minimap.setAlpha(int(cvar_getvalue('cl_minimap_brightness')*255));
	hud.updateWaypoint();
	hud.updateGameStatus();
	hud.crosshair.update();
	hud.voteWindow.frame();
	if hud.scoreboard.isVisible(): 
		hud.scoreboard.update();
	
	hud.fpswindow.update();
Exemple #10
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    def onMouseClick(self, e):
        if e.widget == self.color:
            return

        if e.button == MOUSE_LEFTBUTTON:
            w = e.widget.getWidth()
            h = e.widget.getHeight()

            wsize = World_GetGridSize() * 100

            mapx, mapy, z = savage.getLocalPlayer().getPosition()

            mapx = (e.x / float(w)) * wsize
            mapy = wsize - (e.y / float(h)) * wsize

            savage.getLocalPlayer().setPosition(Vec3(mapx, mapy, z))
	def update( self ):
		self.table.erase();
		player = savage.getLocalPlayer();
		shots, hits, siege = player.getAccuracy();
		weapons = [w for w in shots if shots[w] > 0];
		
		self.addRow("Weapon","Shots","Hit%","Siege%");
		
		for w in sorted(weapons):
			weapon_shots = shots[w];
			if weapon_shots != 0:
				weapon_hit   = 100*hits[w] /weapon_shots;
				weapon_siege = 100*siege[w]/weapon_shots;
			self.addRow("Weapon", str(weapon_shots), str(weapon_hit), str(weapon_siege));
		
		weapon_shots = sum(shots.values());
		if weapon_shots != 0:
			weapon_hit   = 100*sum(hits.values() )/weapon_shots;
			weapon_siege = 100*sum(siege.values())/weapon_shots;
		else:
			weapon_hit = weapon_siege = 0;
		
		self.addRow("Total" ,str(weapon_shots), str(weapon_hit), str(weapon_siege));
		
		self.table.adjustSize();
		self.setSize(self.table.getWidth() + 2, self.table.getHeight() + 2 + self.getTitleBarHeight());
Exemple #12
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def rebuildUnits():
	player = savage.getLocalPlayer();
	team = savage.getTeamObject(player.getTeam());

	loadout.unitContainer.erase();

	viewers = [];
	unitNames = [];
	unitPrices = [];
	unitList = team.getUnits();

	for unit in unitList:
		
		price = str( unit.getValue("playerCost") );
		if price == "0":
			price = "FREE";

		if price == "-1":
			continue;

		modelContainer = glass.GlassContainer(); #Store the button and the viewer in a container
		modelContainer.setSizePct( 0.075, 0.15 ); 
		
		viewer = glass.GlassViewer();
		viewer.setModel(unit.getValue("model"));
		viewer.setOpaque(0);
		modelContainer.add( viewer, 0, 0 );
		viewer.rotateModel(160);
		viewer.setCameraFOV(45);
		viewer.setSizePct(1,1);
		viewer.setAnimation("idle");
		viewer.fitCameraToModel(2);
		#viewer.setCameraPosition(0,0,16);
		#viewer.setCameraDistance(40);
		
		button = glass.ImageButton("textures/econs/transparent.s2g");
		#Create clickable, invisible button over the viewer.
		button.setClickAction( "CL_RequestUnit('" + str(unit.getValue('name')) + "');" );
		modelContainer.add( button );
		button.setSizePct(1,1);
		button.setPosition(0,0);
		
		viewers.append( modelContainer );
		
		price = glass.GlassLabel("^icon ../../gui/standard/icons/gold/gold_icon^" + price);
		price.setForegroundColor( gold );
		price.setFont(fontSizeSmall);
		unitPrices.append(price);
		
		name = glass.GlassLabel(unit.getValue("description"));
		unitNames.append(name);
		
	loadout.unitContainer.addRow(*viewers);
	loadout.unitContainer.addRow(*unitNames);
	loadout.unitContainer.addRow(*unitPrices);
	
	loadout.unitContainer.adjustHeightTo(int(0.2*loadout.main.getHeight()));
	loadout.unitContainer.setX( int( 0.69*loadout.main.getWidth() - loadout.unitContainer.getWidth()/2) );
	loadout.unitContainer.adjustJustification();
Exemple #13
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def updateGold():
    player = savage.getLocalPlayer()
    gold = player.getGold()
    if gold != None:
        spechud.player_money.setCaption(
            "^icon ../../gui/standard/icons/gold/gold_icon^" + str(gold))
    else:
        spechud.player_money.setCaption("")
Exemple #14
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	def onAction(self, e):
		player = savage.getLocalPlayer();
		refund = player.getType().getValue("playerCost");
		
		if player.getGold()+refund < self.objtype.getValue("playerCost"):
			CL_RequestGrant(self.objtype.getName());
		else:
			CL_RequestUnit(self.objtype.getName());
Exemple #15
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    def update(self):
        player = savage.getLocalPlayer()
        stateList = player.getStateList()
        stateCount = len(stateList)
        timerCount = len(self.timers)
        #first, ensure that we have enough 'state slots'
        for j in range(stateCount - timerCount):
            self.newState()

        widthToUse = (self.timers[0].getWidth() + 5) * stateCount
        #xOffset = (self.getWidth() - widthToUse )// 2;
        xOffset = 0

        for i in range(stateCount):
            state = stateList[i]
            timer = self.timers[i]
            counter = self.counters[i]
            progress = self.progresses[i]

            w = timer.getWidth()
            h = timer.getHeight()
            timer.setImage(state.getIcon())
            progress.setImage(state.getIcon())
            timer.setSize(w, h)
            progress.setSize(w, h)
            timer.setVisible(True)
            #timer.update(); #or whatever will update the GlassTimer
            timer.setX(xOffset + i * (timer.getWidth() + 5))
            inflictor = state.getInflictor()

            if inflictor == None or inflictor.getTeam() == player.getTeam():
                progress.setForegroundColor(tangoBlue)
            else:
                progress.setForegroundColor(tangoRed)

            #Big: counters disabled
            #counter.setVisible(True);
            #counter.setCaption( state.getTimeRemaining() );
            counter.setX(timer.getX() + timer.getWidth() - counter.getWidth())

            progress.setVisible(True)
            try:
                progress.setProgress(1.0 - state.getTimeRemaining(False) /
                                     state.getDuration())
            except ZeroDivisionError:
                progress.setProgress(1.0)
            progress.setX((timer.getX() + timer.getWidth() // 2) -
                          progress.getWidth() // 2)
            progress.setY((timer.getY() + timer.getHeight() // 2) -
                          progress.getHeight() // 2)

        for i in range(stateCount, timerCount):
            timer = self.timers[i]
            counter = self.counters[i]
            progress = self.progresses[i]
            timer.setVisible(False)
            counter.setVisible(False)
            progress.setVisible(False)
Exemple #16
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	def areTechRequirementsMet(self):
		#so here is the hard part!
		team = savage.Team(savage.getLocalPlayer().getTeam());
		
		builderAvailable = False;
		
		value = self.objtype.getValue("builder1");
		if value != "":
			reqtype = savage.getObjectType(value);
			for builder in team.getBuildings():
				if builder.getType() == reqtype and not builder.isBeingBuilt():
					builderAvailable = True;
					break;
				elif builder.getType() == self.objtype or self.objtype.getValue("selfBuild") == 1:
					builderAvailable = True;
					break;
		if self.objtype.getValue("selfBuild") == 1:
			builderAvailable = True;
					
		if value == "human_worker" or value == "beast_worker":
			builderAvailable = True;
		
		if builderAvailable == False:
			value = self.objtype.getValue("builder2");
			if value != "":
				reqtype = savage.getObjectType(value);
				for builder in team.getBuildings():
					if builder.getType() == reqtype and not builder.isBeingBuilt():
						builderAvailable = True;
						break;
						
		reqbasepoints = self.objtype.getValue("needBasePoints");		
		basepoints = team.getCommandCenter().getType().getValue("basePointValue");		

		if basepoints < reqbasepoints:
			builderAvailable = False;
					
		if builderAvailable == False:
			return False;	
		
		teamObjects = team.getAvailableTech();
		for b in ("requirement1","requirement2"):
			value = self.objtype.getValue(b);
			if value != "":
				reqtype = savage.getObjectType(value);
				if reqtype not in teamObjects:
					return False;
				else:
					if reqtype.isBuildingType():
						builderAvailable = False;
						for builder in team.getBuildings():
							if builder.getType() == reqtype and not builder.isBeingBuilt():
								builderAvailable = True;
								break;
		
		#does this cover everything?
		return builderAvailable;
Exemple #17
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	def update(self):
		player = savage.getLocalPlayer();
		team = savage.getTeamObject(player.getTeam());
		
		self.kills.setCaption("^g"+("% 3d"%player.getKills()));
		self.losses.setCaption("^900"+str(player.getDeaths()));
		
		self.levelLabel.setCaption("LEVEL: "+("% 3d"%player.getLevel()));
		self.level.setProgress(player.getXp()/float(savage.getXPForLevel(team.getRace(), player.getLevel()+1)));
Exemple #18
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	def getNameColorCode(self):
		#determines how the local player will view the object (ally, netural, enemy) and returns the corresponding color code
		player = savage.getLocalPlayer();
		if player.getTeam() == 0 or self.getTeam() == 0:
			return "^w"; #specs are see evertything as white, and everything sees specs as white
		elif player.getTeam() == self.getTeam():
			return allyColorCode;
		else:
			return enemyColorCode;
Exemple #19
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def updateStamina():
    player = savage.getLocalPlayer()
    staminaProportion = player.getStaminaPct()

    spechud.staminaForeground.setHeight(
        int(spechud.staminaBackground.getHeight() * staminaProportion))
    spechud.staminaForeground.setY(spechud.staminaBackground.getHeight() +
                                   spechud.staminaBackground.getY() -
                                   spechud.staminaForeground.getHeight())
Exemple #20
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	def onEvent(self, e):
		if e.eventType == "research_complete" or e.eventType == "inventory_changed": #\
		  #and GUI_IsScreenVisible('loadout'): TODO
			player = savage.getLocalPlayer();
			team = savage.getTeamObject(player.getTeam());

			if team.getRace() == "human":
				loadout.buildLoadout(['NULL', 'magnetic', 'electric', 'chemical']);
			elif team.getRace() == "beast":
				loadout.buildLoadout(['NULL', 'entropy', 'strata', 'fire']);
Exemple #21
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    def update(self):
        #0. don't show if we're free
        if getMouseMode() == MOUSE_FREE:
            self.setVisible(False)
        else:
            self.setVisible(True)

        player = savage.getLocalPlayer()
        #1. get the object behind the crosshair
        obj = savage.getObjectUnder(*Input_GetMouseXY())
        #2. if we're not pointing at anything, hide!
        if obj == None:
            self.status = self.STATUS_INACTIVE
            self.adjustAlpha()
            self.reposition()
            return
        #3. else, get ready to do something
        self.status = self.STATUS_ACTIVE
        self.lastObject = obj
        obj_type = obj.getType()
        name = ""
        showHealth = False
        showBuild = False
        #4. if it's a unit (includes players and vehicles and NPCS)
        if obj_type.isUnitType():
            name = obj.getNameColorCode() + obj.getName()
            if obj.isPlayer():
                name = "^w" + obj.getClanIcon() + name
            if obj_type.getValue("tier") == 5 or obj.getTeam(
            ) == player.getTeam() or player.getTeam() == 0:
                #second level of siege, or our team (or NPC)
                showHealth = True

        #5. if it's a building
        elif obj_type.isBuildingType():
            name = obj.getNameColorCode() + obj_type.getValue("description")
            showHealth = True
            showBuild = obj.isBeingBuilt()
        #6. Anything else
        else:
            name = obj.getName()

        if (cvar_getvalue("sv_numTeams") > 3
                or player.getTeam() == 0) and obj.getTeam() != 0:
            self.teamNum.setCaption("Team " + str(obj.getTeam()))
        else:
            self.teamNum.setCaption("")

        self.targetName.setCaption(name)

        self.updateHealth(showHealth, obj)
        self.updateBuild(showBuild, obj)

        self.adjustAlpha()
        self.reposition()
Exemple #22
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def frame():
    if spechud.hud.isVisible():
        gametime = getGameTimeString(cvar_getvalue("game_timeLimitSeconds"))
        if gametime != "":
            if cvar_getvalue("game_timeLimitSeconds") < 45:
                gametime = "^900" + gametime
            spechud.timer.setCaption("^icon ../../gui/standard/icons/timer^" +
                                     gametime)
            spechud.timer.adjustSize()
        else:
            spechud.timer.setCaption("")

        player = savage.getLocalPlayer()
        #when spectating someone bu has said this will represent the spectee and not the spectator
        #I hope it does
        if player.getTeam() != 0:
            for widget in spechud.nonSpecWidgets:
                widget.setVisible(True)
            spechud.teamStatus.update()
            spechud.updateGold()
            spechud.updateHealth()
            spechud.updateStamina()
            spechud.updateInventory()
            spechud.stateContainer.update()
            spechud.updateCrosshairLimits()
            spechud.researchinfowindow1.setVisible(False)
            spechud.researchinfowindow2.setVisible(False)
            spechud.unitinfowindow1.setVisible(False)
            spechud.unitinfowindow2.setVisible(False)
            spechud.teamStats.setVisible(False)

        else:
            for widget in spechud.nonSpecWidgets:
                widget.setVisible(False)
            spechud.teamStatus.setVisible(False)
            spechud.compass.setVisible(False)
            if spechud.researchinfowindow1.isVisible():
                spechud.researchinfowindow1.updateResearch()
            if spechud.researchinfowindow2.isVisible():
                spechud.researchinfowindow2.updateResearch()
            spechud.unitinfowindow1.updateUnitInfo()
            spechud.unitinfowindow2.updateUnitInfo()

        spechud.updateTeamStats()
        spechud.updateGameStatus()
        spechud.crosshair.update()
        spechud.voteWindow.frame()
        if spechud.scoreboard.isVisible():
            spechud.scoreboard.update()
        spechud.compass.update()
        spechud.fpswindow.update()

    else:
        spechud.lobby.update()
Exemple #23
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def updateCrosshairLimits():
	player = savage.getLocalPlayer();
	player_objType = player.getType();
	xmin = player_objType.getValue("minAimX");
	xmax = player_objType.getValue("maxAimX");
	ymin = player_objType.getValue("minAimY");
	ymax = player_objType.getValue("maxAimY");
	
	hud.crosshairLimits.setPosition(int( screenWidth * xmin) - hud.crosshairLimitsPadding , int( screenHeight * ymin) - hud.crosshairLimitsPadding );
	hud.crosshairLimits.setWidth(int( screenWidth * (xmax-xmin)) + 2*hud.crosshairLimitsPadding);
	hud.crosshairLimits.setHeight(int( screenHeight * (ymax-ymin))+ 2*hud.crosshairLimitsPadding);
Exemple #24
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	def areResourceRequirementsMet(self):	
		team = savage.Team(savage.getLocalPlayer().getTeam());
		teamRes = team.getResources(); #a dictionary of integers
		
		#yarr be entering stubby code now laddie! only for the brave! acch! Get me some haggis!
		for key, value in teamRes.items():
			cost = self.objtype.getCost(key);
			if cost > value and value != -1:
				#for a human team, entropy is -1
				#which is probably a silly idea, in hindsight should be 0 :P
				return False;	
		return True;
Exemple #25
0
def updateInventory():
    #see also loadout's updateInventory, it's similar
    player = savage.getLocalPlayer()
    primaryRanged = None

    for i in range(5):
        slot_objType = player.getInventorySlot(i)
        slot = spechud.inventorySlots[i]
        w, h = slot.getWidth(), slot.getHeight()
        ammo = spechud.inventoryAmmos[i]
        ammoCount = ""

        if slot_objType != None:
            slot.setImage(slot_objType.getValue("icon") + ".s2g")

            if slot_objType.isManaWeapon():
                ammoCount = str(player.getManaUsesSlot(i))
            else:
                ammoCount = str(player.getAmmoSlot(i))
            if ammoCount == "None":
                ammoCount = ""

            if primaryRanged == None and slot_objType.isWeaponType():
                primaryRanged = i
                primaryAmmo = ammoCount

        else:  #empty slot
            slot.setImage("/textures/black.s2g")

        ammo.setCaption(ammoCount)
        slot.setSize(w, h)

    currentSlotIndex = player.getCurrentInventorySlotIndex()
    slotWidget = spechud.inventorySlots[currentSlotIndex]
    spechud.invselected.setPosition(slotWidget.getX(), slotWidget.getY())

    if primaryRanged != None:
        slot_objType = player.getInventorySlot(primaryRanged)
        w, h = spechud.ammoGraphic.getWidth(), spechud.ammoGraphic.getHeight()
        spechud.ammoValue.setCaption(primaryAmmo)
        if slot_objType.isManaWeapon():
            pass
            #spechud.ammoGraphic.setImage( glorious mana icon );
        else:  #it must use ammo
            pass
            #spechud.ammoGraphic.setImage( glorious ammunition icon );
        spechud.ammoGraphic.setSize(w, h)
        spechud.ammoValue.setVisible(True)
        spechud.ammoGraphic.setVisible(True)
    else:
        spechud.ammoValue.setVisible(False)
        spechud.ammoGraphic.setVisible(False)
Exemple #26
0
def onShow():
	commcontexts.buildContextsIfNeeded();
	commhud.contextmenu.setVisible(False);
	commhud.contextmenu.close();
	
	commhud.resourcesPanel.resetDiffCounters();
	commhud.resourcesPanel.update();
	commhud.chatBox.deactivate();
	commhud.minimap.setMap(cvar_get("world_overhead"));
	commhud.unitinfowindow.buildUnitInfo(savage.Team( savage.getLocalPlayer().getTeam() ));	
	commhud.researchWindow.onTeamChange();
	commhud.scoreboard.arrange();
	commhud.scoreboard.update(); #remove the placeholders in scoreboard
Exemple #27
0
def ResearchSimple(typename):
	objtype = savage.getObjectType(typename);

	team = savage.Team(savage.getLocalPlayer().getTeam());

	value = objtype.getValue("builder1");
	if value != "":
		candidates = team.getObjectsByType(value);
		con_println("candidates:"+str(len(candidates))+"\n");
		if len(candidates) == 0:
			return False;
		else:
			#TODO: base this on which building will be available first
			builder = candidates[int(M_Randnum(0, len(candidates)))];
			gblQueue.addResearch(savage.ResearchItem(objtype.typeId, builder.objectId, 0,0));
Exemple #28
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	def update(self):
		player = savage.getLocalPlayer();
		refund = player.getType().getValue("playerCost");
		
		self.request.setVisible(False);
		
		if player.getGold()+refund < self.objtype.getValue("playerCost"):
			self.request.setVisible(True);
		
		if not self.objtype.isResearched():
			self.setVisible(False);
		else:
			self.setVisible(True);
		#this is because the model loading might be delayed
		self.viewer.fitCameraToModel(30);
Exemple #29
0
def frame():
	player = savage.getLocalPlayer();
	team = savage.getTeamObject(player.getTeam());
	teamNum = player.getTeam();

	if loadout.lastTeamNum != teamNum and teamNum != 0:
		if team.getRace() == "human":
			loadout.buildLoadout(['NULL', 'magnetic', 'electric', 'chemical']);
		elif team.getRace() == "beast":
			loadout.buildLoadout(['NULL', 'entropy', 'strata', 'fire']);
	loadout.lastTeamNum = teamNum; 

	loadout.updateInventory();
	loadout.updateMainViewer();
	
	loadout.goldLabel.setCaption("^icon ../../gui/standard/icons/gold/gold_icon^" + str(player.getGold()) );
    def getTooltipFor(self, objtype):
        #TODO this generates the tooltips, but when do we need to set them? In frame?
        """General format
		
		<icon> <name> (possible coloured by tech type)
		<gold> <gold cost> <stone> <stone cost>
		<one line description>
		Requires:
			- <Requisite 1>
			- <Requisite 2>
		Colour them green if they're met, red if they're not met and yellow if they're being researched/will be met soon
		"""

        team = savage.Team(savage.getLocalPlayer().getTeam())

        tooltip = "^icon " + objtype.getValue(
            "icon") + "^ " + objtype.getValue("description") + "\n"
        tooltip += "^w^icon ../../gui/standard/icons/gold/gold_icon^^y" + str(
            objtype.getValue("goldCost"))
        tooltip += " ^w^icon ../../gui/standard/icons/redstone^^900" + str(
            objtype.getValue("stoneCost")) + "\n"
        tooltip += "^w" + objtype.getValue("tooltip") + "\n"
        tooltip += "Requires:\n"

        for requirement in ("builder1", "builder2", "requirement1",
                            "requirement2"):
            value = objtype.getValue(requirement)
            if value == "":
                continue

            notMet = True
            inProgress = False

            if requirement.startwith("builder"):
                notMet = not team.hasBuilding(value)
                #TODO
                inProgress = notMet and team.isBuilding(value)
                #TODO
            elif requirement.startswith("requirement"):
                currentResearch = [ot.getName() for ot in team.getResearch()]
                inProgress = value in currentResearch
                notMet = not team.isResearched(value)

            color = "^y" if inProgress else "^r" if notMet else "^g"
            tooltip += color + " - " + value + "\n"
        return tooltip