Esempio n. 1
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 def movementCost(self, cur, dest):
     """Return the cost of moving from cur tile to dest tile, taking into account surface type. Only single step movement is considered. Returns 100 when movement is not possible."""
     if gridhelper.isDifficultSurface(cur.getSurface()):
         # moving from difficult terrain
         if gridhelper.horizontalDistance(cur.coords, dest.coords) == 1:
             if (cur.coords.z - dest.coords.z) <= 3 and (
                     cur.coords.z - dest.coords.z) >= -1:
                 return 2
     else:
         # moving from normal terrain
         if gridhelper.horizontalDistance(cur.coords, dest.coords) == 1:
             if (cur.coords.z - dest.coords.z) <= 3 and (
                     cur.coords.z - dest.coords.z) >= -2:
                 return 1
         elif gridhelper.horizontalDistance(cur.coords, dest.coords) == 2:
             if (cur.coords.z - dest.coords.z) <= 3 and (cur.coords.z >=
                                                         dest.coords.z):
                 x1 = int(cur.coords.x +
                          floor((dest.coords.x - cur.coords.x) / 2.0))
                 y1 = int(cur.coords.y +
                          floor((dest.coords.y - cur.coords.y) / 2.0))
                 x2 = int(cur.coords.x +
                          ceil((dest.coords.x - cur.coords.x) / 2.0))
                 y2 = int(cur.coords.y +
                          ceil((dest.coords.y - cur.coords.y) / 2.0))
                 loc1 = fife.ExactModelCoordinate(x1, y2, cur.coords.z)
                 loc2 = fife.ExactModelCoordinate(x2, y1, cur.coords.z)
                 if (not self.isBlocked(loc1, 4)) and (not self.isBlocked(
                         loc2, 4)):
                     return 3
     return 100
Esempio n. 2
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	def renderBoundingBox(self, obj):
		"""
		Just a hack to render an objects bounding box.
		"""
		
		bbox = copy.copy(obj.boundingbox)
		
		#apply the object layer scale
		bbox.x /= 0.25
		bbox.y /= 0.25
		bbox.w /= 0.25
		bbox.h /= 0.25
	
		obj_topleft = fife.ExactModelCoordinate(bbox.x, bbox.y)
		obj_topright = fife.ExactModelCoordinate(bbox.x + bbox.w, bbox.y)
		obj_bottomright = fife.ExactModelCoordinate(bbox.x + bbox.w, bbox.y + bbox.h)
		obj_bottomleft = fife.ExactModelCoordinate(bbox.x, bbox.y + bbox.h)
		
		loc_topleft = fife.Location()
		loc_topleft.setLayer(self._map.getLayer('boundingbox'))
		loc_topleft.setExactLayerCoordinates(obj_topleft)
		
		loc_topright = fife.Location()
		loc_topright.setLayer(self._map.getLayer('boundingbox'))
		loc_topright.setExactLayerCoordinates(obj_topright)
		
		loc_bottomright = fife.Location()
		loc_bottomright.setLayer(self._map.getLayer('boundingbox'))
		loc_bottomright.setExactLayerCoordinates(obj_bottomright)
		
		loc_bottomleft = fife.Location()
		loc_bottomleft.setLayer(self._map.getLayer('boundingbox'))
		loc_bottomleft.setExactLayerCoordinates(obj_bottomleft)
		
		node_topleft = fife.GenericRendererNode(loc_topleft)
		node_topright = fife.GenericRendererNode(loc_topright)
		node_bottomright = fife.GenericRendererNode(loc_bottomright)
		node_bottomleft = fife.GenericRendererNode(loc_bottomleft)


		self._genericrenderer.addLine("quads", node_topleft, node_topright, 255, 255, 255)
		self._genericrenderer.addLine("quads", node_topright, node_bottomright, 255, 255, 255)
		self._genericrenderer.addLine("quads", node_bottomright, node_bottomleft, 255, 255, 255)
		self._genericrenderer.addLine("quads", node_bottomleft, node_topleft, 255, 255, 255)
		
		#had to do this or it would segfault
		obj_topleft.thisown = 0
		obj_topright.thisown = 0
		obj_bottomright.thisown = 0
		obj_bottomleft.thisown = 0
		loc_topleft.thisown = 0
		loc_topright.thisown = 0
		loc_bottomright.thisown = 0
		loc_bottomleft.thisown = 0				
		node_topleft.thisown = 0
		node_topright.thisown = 0
		node_bottomright.thisown = 0
		node_bottomleft.thisown = 0
Esempio n. 3
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    def __init(self, x, y, owner, health=100.0):
        self.owner = owner

        class Tmp(fife.InstanceActionListener):
            pass

        self.InstanceActionListener = Tmp()
        self.InstanceActionListener.onInstanceActionFinished = \
          WeakMethod(self.onInstanceActionFinished)
        self.InstanceActionListener.thisown = 0  # fife will claim ownership of this
        if self._object is None:
            self.__class__._loadObject()

        self._instance = self.session.view.layers[LAYERS.OBJECTS].createInstance( \
         self._object, fife.ModelCoordinate(int(x), int(y), 0), str(self.worldid))
        fife.InstanceVisual.create(self._instance)
        location = fife.Location(self._instance.getLocation().getLayer())
        location.setExactLayerCoordinates(
            fife.ExactModelCoordinate(x + x, y + y, 0))
        self.act(self._action, location, True)
        self._instance.addActionListener(self.InstanceActionListener)

        self.health = health
        self.max_health = 100.0

        self.loading_area = self.position
Esempio n. 4
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 def wrapped(self, evt, *args, **kwargs):
     screen_point = self.session.view.cam.toScreenCoordinates(
         fife.ExactModelCoordinate(evt.getX(), evt.getY()))
     evt = mock.Mock()
     evt.getX.return_value = screen_point.x
     evt.getY.return_value = screen_point.y
     return func(self, evt, *args, **kwargs)
    def __render_status(self, instance, status):
        status_string = self.get_status_string(instance)

        # Clean icons
        self.renderer.removeAll(status_string)

        # pixel-offset on screen (will be constant across zoom-levels)
        rel = fife.Point(0, -30)

        pos = instance.position

        # trial and error has brought me to this (it's supposed to hit the center)
        loc = fife.Location(self.layer)
        loc.setExactLayerCoordinates(
            fife.ExactModelCoordinate(
                pos.origin.x + float(pos.width) / 4,
                pos.origin.y + float(pos.height) / 4,
            ))

        node = fife.RendererNode(loc, rel)

        try:  # to load an animation
            anim = horizons.globals.fife.animationloader.loadResource(
                status.icon)
            self.renderer.addAnimation(status_string, node, anim)
        except ValueError:
            img = horizons.globals.fife.imagemanager.load(status.icon)
            self.renderer.addImage(status_string, node, img)
Esempio n. 6
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    def add_instance(self, instance, coords, layer_or_layer_data):
        """Adds an instance to a layer

        Args:

            instance: A fife.Instance

            coords: A fife.ExactModelCoordinates instance or a tuple with
            3 values.

            layer_or_layer_data: The layer or a tuple with 2 items: The name
            of the layer and the map of the layer as a string or an map
            instance.

        Raises:

            ValueError if there was no map with that identifier.

        """
        if not isinstance(layer_or_layer_data, fife.Layer):
            layer_or_layer_data = self.get_layer(layer_or_layer_data[1],
                                                 layer_or_layer_data[0])
        try:
            iter(coords)
            coords = fife.ExactModelCoordinate(*coords)
        except TypeError:
            pass
        layer_or_layer_data.addInstance(instance, coords)
        tmp_filename = instance.getObject().getFilename()
        tmp_map_name = layer_or_layer_data.getMap().getId()
        self.increase_refcount(tmp_filename, tmp_map_name)
Esempio n. 7
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    def __init(self, x, y, owner):
        self.owner = owner

        class Tmp(fife.InstanceActionListener):
            pass

        self.InstanceActionListener = Tmp()
        self.InstanceActionListener.onInstanceActionFinished = \
          WeakMethod(self.onInstanceActionFinished)
        self.InstanceActionListener.onInstanceActionFrame = lambda *args: None
        self.InstanceActionListener.thisown = 0  # fife will claim ownership of this

        self._instance = self.session.view.layers[
            LAYERS.OBJECTS].createInstance(
                self.__class__._fife_object,
                fife.ModelCoordinate(int(x), int(y), 0), str(self.worldid))
        fife.InstanceVisual.create(self._instance)
        location = fife.Location(self._instance.getLocation().getLayer())
        location.setExactLayerCoordinates(
            fife.ExactModelCoordinate(x + x, y + y, 0))
        self.act(self._action, location, True)
        self._instance.addActionListener(self.InstanceActionListener)

        self.loading_area = self.position

        self._health_displayed = False

        if self.has_component(HealthComponent):
            self.get_component(HealthComponent).add_damage_dealt_listener(
                self._on_damage)
    def __render_icon(self, instance, group, res, amount):
        """ This renders the icon. It calculates the position of the icon.
		Most parts of this were copied from horizons/world/managers/statusiconmanager.py
		"""
        # TODO: Try to unify the __render methods of this class and statusiconmanager.py!
        self.renderer.removeAll(group)

        pos = instance.position
        # self.run[group] is used for the moving up animation
        # use -50 here to get some more offset in height
        bg_rel = fife.Point(0, -50 - self.run[group])
        rel = fife.Point(-14, -50 - self.run[group])
        self.run[group] += self.animation_steps

        loc = fife.Location(self.layer)
        loc.setExactLayerCoordinates(
            fife.ExactModelCoordinate(
                pos.origin.x + float(pos.width) / 4,
                pos.origin.y + float(pos.height) / 4,
            ))

        bg_node = fife.RendererNode(loc, bg_rel)
        node = fife.RendererNode(loc, rel)

        bg_image = horizons.globals.fife.imagemanager.load(self.background)
        res_icon = horizons.globals.fife.imagemanager.load(
            get_res_icon_path(res))
        font = horizons.globals.fife.pychanmanager.getFont('mainmenu')

        self.renderer.addImage(group, bg_node, bg_image)
        self.renderer.resizeImage(group, node, res_icon, 24, 24)
        self.renderer.addText(group, node, font,
                              ' ' * 9 + '{amount:>2d}'.format(amount=amount))
Esempio n. 9
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    def testTrajectory(self, coords1, coords2, trajectory, visualize=False):
        """
		Return False if an arc from loc1 to loc2 defined by trajectory is blocked by a wall or outside range, True if the arc is clear and in range.
		Uses locations slightly above the ones given.
		Creates an optional visual trajectory.
		"""
        # TODO: visualization probably should not be done here
        ex_coords1 = gridhelper.toExact(coords1)
        ex_coords2 = gridhelper.toExact(coords2)

        z_scale = 3.0
        dist = gridhelper.horizontalDistance(coords1, coords2) * z_scale
        if dist == 0:
            return False
        z = coords2.z - coords1.z
        g = 5.0 / z_scale
        d2 = pow(trajectory.range,
                 4) - g * (g * pow(dist, 2) + 2 * z * pow(trajectory.range, 2))
        if d2 < 0:
            return False
        angle1 = atan((pow(trajectory.range, 2) - sqrt(d2)) / (g * dist))
        #angle2 = atan((pow(trajectory.range, 2) + sqrt(d2)) / (g * dist))

        step = (ex_coords2 - ex_coords1) / 20.0
        if self.visual and visualize:
            los = VisualLOS(self.application)
            self.application.real_timeline.addTimer(
                TacticsTimer("line of sight", 1, 1, los.destroy))
        for i in range(1, 20):
            ex_coords = ex_coords1 + step * float(i)
            ex_coords.z = ex_coords1.z + float(dist) / 20.0 * float(i) * tan(
                angle1) - g * pow(float(dist) / 20.0 * float(i), 2) / (
                    2 * pow(trajectory.range * cos(angle1), 2))
            if self.visual and visualize:
                location = fife.Location(self.maplayer)
                location.setExactLayerCoordinates(
                    fife.ExactModelCoordinate(ex_coords.x, ex_coords.y,
                                              ex_coords.z + 2))
                los.addDot(location, self.shadowLocation(location))
            if self.isBlockedByWall(
                    fife.ExactModelCoordinate(ex_coords.x, ex_coords.y,
                                              ex_coords.z + 1.5), 1):
                if self.visual and visualize:
                    self.application.gui.sayBubble(los.instances[-1],
                                                   "blocked", 50)
                return False
        return True
Esempio n. 10
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    def update_agents(self, game_map):
        """Updates the map to be in sync with the entities

        Args:
            game_map: The name of the map, or a Map instance
        """
        if isinstance(game_map, str):
            game_map = self.maps[game_map]
        if isinstance(game_map, str):  # The map is not yet loaded
            return
        object_namespace = self.settings.get("fife-rpg", "ObjectNamespace",
                                             "fife-rpg")
        fife_model = self.engine.getModel()
        game_map.update_entities()
        for entity in game_map.entities:
            agent = getattr(entity, Agent.registered_as)
            namespace = agent.namespace or object_namespace
            map_object = fife_model.getObject(agent.gfx, namespace)
            if not map_object:
                raise RuntimeError(
                    "There is no object %s in the namespace %s" %
                    (agent.gfx, namespace))
            general = getattr(entity, General.registered_as)
            layer = game_map.get_layer(agent.layer)
            fife_instance = layer.getInstance(general.identifier)
            if fife_instance:
                fife_object = fife_instance.getObject()
                if (fife_object.getId() != map_object.getId()
                        or fife_object.getNamespace() !=
                        map_object.getNamespace()):
                    layer.deleteInstance(fife_instance)
                    fife_instance = None
            if not fife_instance:
                position = agent.position
                fife_instance = layer.createInstance(
                    map_object,
                    fife.ExactModelCoordinate(position.x, position.y,
                                              position.z), general.identifier)
                fife_instance.setRotation(agent.rotation)
                visual = fife.InstanceVisual.create(fife_instance)
                if map_object.getAction('default'):
                    target = fife.Location(game_map.actor_layer)
                    fife_instance.actRepeat('default', target)
                fifeagent = getattr(entity, FifeAgent.registered_as)
                behaviour_class = BehaviourManager.get_behaviour(
                    agent.behaviour_type)
                if behaviour_class is None:
                    raise RuntimeError("There is no registered behaviour %s" %
                                       agent.behaviour_type)
                behaviour = behaviour_class(**agent.behaviour_args)
                behaviour.agent = fife_instance
                fifeagent.behaviour = behaviour
                fifeagent.layer = layer
                fifeagent.instance = fife_instance
                setup_behaviour(fifeagent)
                fifeagent.behaviour.idle()
            else:
                visual = fife_instance.get2dGfxVisual()
            visual.setStackPosition(STACK_POSITION[agent.type])
Esempio n. 11
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	def __init(self, x, y):
		self.position = Point(x, y)
		self.last_position = Point(x, y)
		self._next_target = Point(x, y)

		self.move_callbacks = WeakMethodList()
		self.blocked_callbacks = WeakMethodList()
		self._conditional_callbacks = {}

		self.__is_moving = False

		self.path = self.pather_class(self, session=self.session)

		self._exact_model_coords1 = fife.ExactModelCoordinate() # save instance since construction is expensive (no other purpose)
		self._exact_model_coords2 = fife.ExactModelCoordinate() # save instance since construction is expensive (no other purpose)
		self._fife_location1 = None
		self._fife_location2 = None
    def __init__(self, session):
        super(NavigationTool, self).__init__(session)
        self._last_mmb_scroll_point = [0, 0]
        # coordinates of last mouse positions
        self.last_exact_world_location = fife.ExactModelCoordinate()
        self._hover_instances_update_scheduled = False
        self.middle_scroll_active = False

        class CmdListener(fife.ICommandListener):
            pass

        self.cmdlist = CmdListener()
        horizons.globals.fife.eventmanager.addCommandListener(self.cmdlist)
        self.cmdlist.onCommand = self.onCommand

        if not self.__class__.send_hover_instances_update:
            # clear
            HoverInstancesChanged.broadcast(self, set())
            self.__class__.last_hover_instances = WeakList()
        else:
            # need updates about scrolling here
            self.session.view.add_change_listener(
                self._schedule_hover_instance_update)
            self._schedule_hover_instance_update()

        class CoordsTooltip(object):
            @classmethod
            def get_instance(cls, cursor_tool):
                if cursor_tool.session.ingame_gui.coordinates_tooltip is not None:
                    inst = cursor_tool.session.ingame_gui.coordinates_tooltip
                    inst.cursor_tool = cursor_tool
                    return inst
                else:
                    return CoordsTooltip(cursor_tool)

            def __init__(self, cursor_tool, **kwargs):
                super(CoordsTooltip, self).__init__(**kwargs)
                cursor_tool.session.ingame_gui.coordinates_tooltip = self
                self.cursor_tool = cursor_tool
                self.enabled = False

                self.icon = Icon(position=(
                    1, 1))  # 0, 0 is currently not supported by tooltips

            def toggle(self):
                self.enabled = not self.enabled
                if not self.enabled and self.icon.tooltip_shown:
                    self.icon.hide_tooltip()

            def show_evt(self, evt):
                if self.enabled:
                    x, y = self.cursor_tool.get_world_location(evt).to_tuple()
                    self.icon.helptext = u'%d, %d ' % (x, y) + _(
                        "Press H to remove this hint")
                    self.icon.position_tooltip(evt)
                    self.icon.show_tooltip()

        self.tooltip = CoordsTooltip.get_instance(self)
Esempio n. 13
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	def __init__(self, image, source, dest, needed_ticks, session, offset=True, worldid=None):
		"""
		@param image: path to file with bullet image
		@param source: Point with starting position
		@param dest: Point with ending position
		@param speed: Attack speed of the Weapon that fires the canonball
		@param session: Horizons Session
		@param offset: True if image should be offseted from start location
		"""

		super(Bullet, self).__init__(worldid)
		self.session = session
		# get the current position
		self.x = source.x
		self.y = source.y

		# needed for saving the bullet
		self.dest_x = dest.x
		self.dest_y = dest.y
		self.image = image

		# offset the position so it starts from the middle of the firing instance
		if offset:
			self.x += 1
			self.y -= 1

		# needed ticks to go to the destination
		self.needed_ticks = needed_ticks
		self.needed_ticks -= 2

		# the thick that the object is currently at
		self.current_tick = 0

		# calculate the axis ratio that is added per tick to move
		self.x_ratio = float(dest.x - source.x)/self.needed_ticks
		self.y_ratio = float(dest.y - source.y)/self.needed_ticks

		if Bullet._fife_object is None:
			Bullet._fife_object = horizons.globals.fife.engine.getModel().createObject('cb', 'cannonball')
			fife.ObjectVisual.create(Bullet._fife_object)

			visual = self._fife_object.get2dGfxVisual()
			img = horizons.globals.fife.imagemanager.load(str(image))
			for rotation in [45, 135, 225, 315]:
				visual.addStaticImage(rotation, img.getHandle())


		self._instance = session.view.layers[LAYERS.FIELDS].createInstance(
			self._fife_object, fife.ModelCoordinate(int(self.x),int(self.y), 0), str(self.worldid))
		fife.InstanceVisual.create(self._instance)
		location = fife.Location(self._instance.getLocation().getLayer())
		location.setExactLayerCoordinates(fife.ExactModelCoordinate(self.x, self.y, 0))
		self.session.world.bullets.append(self)

		self._move_tick()
Esempio n. 14
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    def getInstance(cls,
                    session,
                    x,
                    y,
                    action='idle',
                    level=0,
                    rotation=45,
                    action_set_id=None,
                    world_id=""):
        """Get a Fife instance
		@param x, y: The coordinates
		@param action: The action, defaults to 'idle'
		@param level: object level. Relevant for choosing an action set
		@param rotation: rotation of the object. Any of [ 45 + 90*i for i in xrange(0, 4) ]
		@param action_set_id: can be set if the action set is already known. If set, level isn't considered.
		@return: tuple (fife_instance, action_set_id)
		"""
        assert isinstance(x, int)
        assert isinstance(y, int)
        #rotation = cls.check_build_rotation(session, rotation, x, y)
        # TODO: replace this with new buildable api
        # IDEA: save rotation in savegame

        width, length = cls.size
        if rotation == 135 or rotation == 315:
            # if you look at a non-square builing from a 45 degree angle it looks
            # different than from a 135 degree angle
            # when you rotate it the width becomes the length and the length becomes the width
            width, length = length, width

        # the drawing origin is the center of it's area, minus 0.5
        # the 0.5 isn't really necessary, but other code is aligned with the 0.5 shift
        # this is at least for the gridoverlay, and the location of a build preview relative to the mouse
        # it this is changed, it should also be changed for ground tiles (world/ground.py) and units
        instance_coords = [x + width / 2 - 0.5, y + length / 2 - 0.5, 0]

        instance = session.view.layers[cls.layer].createInstance(
            cls._fife_object, fife.ExactModelCoordinate(*instance_coords),
            world_id)

        if action_set_id is None:
            action_set_id = cls.get_random_action_set(level=level)
        fife.InstanceVisual.create(instance)

        action_set = ActionSetLoader.get_set(action_set_id)
        if action not in action_set:
            if 'idle' in action_set:
                action = 'idle'
            elif 'idle_full' in action_set:
                action = 'idle_full'
            else:
                # set first action
                action = list(action_set.keys())[0]
        instance.actRepeat("{}_{}".format(action, action_set_id), rotation)
        return (instance, action_set_id)
Esempio n. 15
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    def move_camera_to(self, position):
        """Move the current camera to the given position

        Args:

            position: Position on the map to move the camera to
        """
        location = self.camera.getLocation()
        coords = fife.ExactModelCoordinate(*position)
        location.setMapCoordinates(coords)
        self.camera.setLocation(location)
Esempio n. 16
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    def onInstanceActionFinished(self, instance, action):
        """
		@param instance: fife.Instance
		@param action: string representing the action that is finished.
		"""
        location = fife.Location(self._instance.getLocation().getLayer())
        location.setExactLayerCoordinates(fife.ExactModelCoordinate( \
         self.position.x + self.position.x - self.last_position.x, \
         self.position.y + self.position.y - self.last_position.y, 0))
        self.act(self._action, location, True)
        self.session.view.cam.refresh()
Esempio n. 17
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	def _createFIFEInstance(self, layer):
		"""
		Should not be called directly.  Use the constructor!
		"""
		mapmodel = self._gamecontroller.engine.getModel()
		self._fifeobject = mapmodel.getObject(self._name, self._gamecontroller.settings.get("RPG", "ObjectNamespace", "http://www.fifengine.net/xml/rpg"))
		
		self._instance = layer.createInstance(self._fifeobject, fife.ExactModelCoordinate(self._position.x,self._position.y), self._id)
		fife.InstanceVisual.create(self._instance)
			
		self._instance.thisown = 0
    def __init__(self, session):
        super(NavigationTool, self).__init__(session)
        self.lastScroll = [0, 0]
        self.lastmoved = fife.ExactModelCoordinate()
        self.middle_scroll_active = False

        class CmdListener(fife.ICommandListener):
            pass

        self.cmdlist = CmdListener()
        horizons.main.fife.eventmanager.addCommandListener(self.cmdlist)
        self.cmdlist.onCommand = self.onCommand
Esempio n. 19
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 def create(self, model, layer):
     self.layer = layer
     self._obj = model.getObject(self._name, "zombieswtf")
     inst = layer.createInstance(
         self._obj, fife.ExactModelCoordinate(self.loc.x, self.loc.y),
         "projectile")
     InstanceVisual.create(inst)
     self._instance = inst
     self._instance.setOverrideBlocking(True)
     self._instance.setBlocking(False)
     self.setupMovable(self._instance)
     self.created = True
Esempio n. 20
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 def testLOS(self, coords1, coords2):
     """Return False if a line from loc1 to loc2 is blocked by a wall, True if the line is clear. Uses locations slightly above the ones given."""
     ex_coords1 = gridhelper.toExact(coords1)
     ex_coords2 = gridhelper.toExact(coords2)
     step = (ex_coords2 - ex_coords1) / 10.0
     for i in range(1, 10):
         ex_coords = ex_coords1 + step * float(i)
         if self.isBlockedByWall(
                 fife.ExactModelCoordinate(ex_coords.x, ex_coords.y,
                                           ex_coords.z + 1), 1):
             return False
     return True
Esempio n. 21
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    def onInstanceActionFinished(self, instance, action):
        """
		@param instance: fife.Instance
		@param action: string representing the action that is finished.
		"""
        location = fife.Location(self._instance.getLocation().getLayer())
        location.setExactLayerCoordinates(
            fife.ExactModelCoordinate(
                self.position.x + self.position.x - self.last_position.x,
                self.position.y + self.position.y - self.last_position.y, 0))
        if action.getId() != ('move_' + self._action_set_id):
            self.act(self._action, self._instance.getFacingLocation(), True)
        else:
            self.act(self._action, location, True)
Esempio n. 22
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	def _move_tick(self):
		if self.current_tick == self.needed_ticks:
			self._instance.getLocationRef().getLayer().deleteInstance(self._instance)
			self._instance = None
			self.session.world.bullets.remove(self)
			self.remove()
			return
		self.current_tick += 1
		self.x += self.x_ratio
		self.y += self.y_ratio
		fife_location = fife.Location(self._instance.getLocationRef().getLayer())
		fife_location.setExactLayerCoordinates(fife.ExactModelCoordinate(self.x, self.y, 0))
		self._instance.setLocation(fife_location)

		Scheduler().add_new_object(self._move_tick, self, 1)
Esempio n. 23
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	def onInstanceActionFinished(self, instance, action):
		"""
		@param instance: fife.Instance
		@param action: string representing the action that is finished.
		"""
		location = fife.Location(self._instance.getLocation().getLayer())
		location.setExactLayerCoordinates(fife.ExactModelCoordinate(
			self.position.x + self.position.x - self.last_position.x,
			self.position.y + self.position.y - self.last_position.y, 0))

		facing_loc = self._instance.getFacingLocation()
		if action.getId().startswith('move_'):
			# Remember: this means we *ended* a "move" action just now!
			facing_loc = location

		self.act(self._action, facing_loc=facing_loc, repeating=True)
Esempio n. 24
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    def create_instance(self,
                        layer_or_layer_data,
                        coords,
                        object_or_object_data,
                        identifier=None):
        """Creates a new instance on the given layer at the given coords using
        the given object.

        Args:

            layer_or_layer_data: The layer or a tuple with 2 items: The name
            of the layer and the map of the layer as a string or an map
            instance.

            coords: The coordinates of the new instance.
            fife.ModelCoordinate or fife.ExactModelCoordinate instance or
            a 3 item tuple with number values.

            object_or_object_data: Either a fife.Object instance or a tuple
            with the name and namespace, in that order,
            of the object to use for the instance.

            identifier: The name of the new instance.
        """
        if not isinstance(layer_or_layer_data, fife.Layer):
            layer_or_layer_data = self.get_layer(layer_or_layer_data[1],
                                                 layer_or_layer_data[0])
        try:
            iter(coords)
            coords = fife.ExactModelCoordinate(*coords)
        except TypeError:
            pass
        if not isinstance(object_or_object_data, fife.Object):
            object_or_object_data = self.__model.getObject(
                *object_or_object_data)
        instance = layer_or_layer_data.createInstance(object_or_object_data,
                                                      coords, identifier or "")
        tmp_filename = instance.getObject().getFilename()
        tmp_map_name = layer_or_layer_data.getMap().getId()
        self.increase_refcount(tmp_filename, tmp_map_name)
        return instance
Esempio n. 25
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	def moveInstances(self, instances, moveBy, exact=False, origLoc=None, origFacing=None):
		""" Moves provided instances by moveBy. If exact is false, the instances are
		snapped to closest cell. origLoc and origFacing are only set when an undo/redo
		operation takes place and will have no effect and should not be used under normal
		circumstances."""
		mname = 'moveInstances'
		if not self._layer:
			if self.debug: print 'No layer assigned in %s' % mname
			return
			
		if exact and type(moveBy) != fife.ExactModelCoordinate:
			moveBy = fife.ExactModelCoordinate(float(moveBy.x), float(moveBy.y), float(moveBy.z))
		elif exact is False and type(moveBy) != fife.ModelCoordinate:
			moveBy = fife.ModelCoordinate(int(round(moveBy.x)), int(round(moveBy.y)), int(round(moveBy.z)))
			
		for i in instances:
			loc = i.getLocation()
			f = i.getFacingLocation()
			if exact:
				newCoords = loc.getExactLayerCoordinates() + moveBy
				loc.setExactLayerCoordinates(newCoords)
				f.setExactLayerCoordinates(f.getExactLayerCoordinates() + moveBy)
			else:
				# Move instance and snap to closest cell
				newCoords = loc.getLayerCoordinates() + moveBy
				loc.setLayerCoordinates(newCoords)
				f.setLayerCoordinates(f.getLayerCoordinates() + moveBy)
				
			if not self._undo:
				undocall = cbwa(self.moveInstances, [i], moveBy, exact, i.getLocation(), i.getFacingLocation())
				redocall = cbwa(self.moveInstances, [i], moveBy, exact, i.getLocation(), i.getFacingLocation())
				undoobject = undomanager.UndoObject(undocall, redocall, "Moved instance")
				self._undomanager.addAction(undoobject)
				i.setLocation(loc)
				i.setFacingLocation(f)
				
			else:
				assert(origLoc)
				assert(origFacing)
				i.setLocation(origLoc)
				i.setFacingLocation(origFacing)
Esempio n. 26
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    def get_instances_at(self,
                         coords,
                         layer_or_layer_data=None,
                         use_exact_coordinates=False):
        """Get all instances at the given coords

        Args:

            coords: Either a 3-value tuple, fife.(Exact)ModelCoordinates
            instance or a fife.Location instance.

            layer_or_layer_data: The layer or a tuple with 2 items: The name
            of the layer and the map of the layer as a string or an map
            instance.
            Ignored if coords is a fife.Location instance

            use_exact_coordinates: if True, comparison is done using exact
            coordinates. if not, cell coordinates are used.

        Raises:

            ValueError if there was no map with that identifier.
        """
        try:
            iter(coords)
            coords = fife.ExactModelCoordinate(*coords)
        except TypeError:
            pass
        layer = None
        if not isinstance(coords, fife.Location):
            layer = layer_or_layer_data
            if not isinstance(layer_or_layer_data, fife.Layer):
                layer = self.get_layer(layer_or_layer_data[1],
                                       layer_or_layer_data[0])
            tmp_coords = coords
            coords = fife.Location(layer)
            coords.setExactLayerCoordinates(tmp_coords)
        else:
            layer = coords.getLayer()
        return layer.getInstancesAt(coords)
Esempio n. 27
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    def __init__(self, session, x, y):
        """
		@param session: Session instance
		@param x: int x position the ground is created.
		@param y: int y position the ground is created.
		"""
        self.x = x
        self.y = y

        self.settlement = None
        self.blocked = False
        self.object = None
        self.session = session
        self._tile_set_id = horizons.globals.db.get_random_tile_set(self.id)

        layer = session.view.layers[self.layer]
        # actualy this should be x + 0.5, y + 0.5, since that's the center of the tile area
        # however, other code depends on the current alignment.
        # it this is changed, it should also be changed for buildings and units
        self._instance = layer.createInstance(
            self._fife_objects[self._tile_set_id],
            fife.ExactModelCoordinate(x, y, 0), "")
        fife.InstanceVisual.create(self._instance)
Esempio n. 28
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	def __init__(self):
		""" Set up all variables and call some initial functions """
		self._ignoreToggles = False # A hack to avoid infinite recursion when toggling a button
		self._controller = None
		self._mode = MapEditor.SELECTING
		self._debug = False # TODO: We should have a central system for activating debug messages
		
		# GUI
		self._editor = scripts.editor.getEditor()
		self._eventlistener = self._editor.getEventListener()
		self._statusbar = self._editor.getStatusBar()
		self._toolbar = self._editor.getToolBar()
		self._toolbox = self._editor.getToolbox()
		
		# Currently selected object type
		self._object = None
		
		# Variables used for moving instances
		self._last_drag_pos_exact = fife.ExactModelCoordinate(0,0,0)
		
		self._selected_instances = []
		
		self._undogroup = False
		
		# Variables for scrolling the map
		self._dragx = 0
		self._dragy = 0
		self._scrollX = 0
		self._scrollY = 0
		
		self._initToolboxButtons()
		self._toolbox.show()
		
		events.postMapShown.connect(self._mapChanged)
		events.preMapClosed.connect(self._mapClosed)
		events.onObjectSelected.connect(self.setObject)
Esempio n. 29
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 def update_entities_fife(self):
     """Updates the fife instances to the values of the agent"""
     old_entities = self.entities.copy()
     for entity in old_entities:
         fifeagent = getattr(entity, FifeAgent.registered_as)
         if fifeagent:
             agent = getattr(entity, Agent.registered_as)
             if agent.new_map is not None and agent.new_map != self.name:
                 self.remove_entity(str(entity.identifier))
                 continue
             location = fifeagent.instance.getLocation()
             if agent.new_layer is not None:
                 location.setLayer(self.get_layer(agent.layer))
             if agent.new_position is not None:
                 location.setExactLayerCoordinates(
                     fife.ExactModelCoordinate(
                         *agent.new_position))
             fifeagent.instance.setLocation(location)
             if agent.new_rotation is not None:
                 fifeagent.instance.setRotation(agent.rotation)
             agent.new_map = None
             agent.new_layer = None
             agent.new_position = None
             agent.new_rotation = None
Esempio n. 30
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    def parse_instances(self, layerelt, layer):
        """ create all layers and their instances
		
		@type	layerelt:	object
		@param	layerelt:	ElementTree layer branch
		@type	layer:	object
		@param	layer:	FIFE layer object
		"""
        instelt = layerelt.find('instances')

        instances = []
        for attr in ('i', 'inst', 'instance'):
            instances.extend(instelt.findall(attr))

        for instance in instances:
            _id = instance.get('id')
            if not _id:
                _id = ''

            objectID = ''
            for attr in ('o', 'object', 'obj'):
                objectID = instance.get(attr)
                if objectID: break
            if not objectID:
                self._err(
                    '<instance> %s does not specify an object attribute.' %
                    str(objectID))
            objectID = str(objectID)

            nspace = ''
            for attr in ('namespace', 'ns'):
                nspace = instance.get(attr)
                if nspace: break
            # try to reuse the previous namespace
            if not nspace and self.nspace:
                nspace = self.nspace
            if not nspace and not self.nspace:
                self._err(
                    '<instance> %s does not specify an object namespace, and no default is available.'
                    % str(objectID))
            nspace = str(nspace)
            self.nspace = nspace

            # check if there is an object for this instance available, if not -> skip this one
            object = self.model.getObject(objectID, nspace)
            if not object:
                print(
                    "Object with id=%s, ns=%s could not be found. Omitting..."
                    % (objectID, nspace))
                continue

            x = instance.get('x')
            if x: self.x = x = float(x)
            else: x = self.x

            y = instance.get('y')
            if y: self.y = y = float(y)
            else: y = self.y

            z = instance.get('z')
            if z: z = float(z)
            else: z = 0.0

            inst = layer.createInstance(object,
                                        fife.ExactModelCoordinate(x, y, z),
                                        _id)

            rotation = 0
            for attr in ('r', 'rotation'):
                rotation = instance.get(attr)
                if rotation: break
            if not rotation:
                angles = object.get2dGfxVisual().getStaticImageAngles()
                if angles:
                    rotation = angles[0]
                else:
                    rotation = 0
            else:
                rotation = int(rotation)
            inst.setRotation(rotation)

            over_block = instance.get('override_blocking')
            if over_block is not None:
                inst.setOverrideBlocking(bool(over_block))
                blocking = instance.get('blocking')
                if blocking is not None:
                    inst.setBlocking(bool(int(blocking)))

            fife.InstanceVisual.create(inst)

            stackpos = instance.get('stackpos')
            if stackpos:
                inst.get2dGfxVisual().setStackPosition(int(stackpos))

            if (object.getAction('default')):
                target = fife.Location(layer)
                inst.actRepeat('default', target)