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 _showStructures(self, prodProd): items = [] for techID in client.getPlayer().techs.keys(): tech = client.getTechInfo(techID) if not tech.isStructure or tech.level not in self.showLevels or \ (tech.isStructure and not self._filterStructure(tech)): continue if prodProd > 0: etc = math.ceil(float(tech.buildProd) / prodProd) if self.sourceID != self.planetID: etc *= Rules.buildOnAnotherPlanetMod etc = res.formatTime(etc) else: etc = _("N/A") item = ui.Item( etc, techID=techID, tIsShip=0, name=tech.name, tl=tech.level, subtype=tech.subtype, icons=((res.getTechImg(techID), ui.ALIGN_N), ), font="small-bold", align=ui.ALIGN_S, tooltipTitle=_("Details"), tooltip="%s, %d %s, %s %d" % (tech.name, tech.buildProd, _("CP"), _("TL"), tech.level), statustip="%s, %d %s, %s %d" % (tech.name, tech.buildProd, _("CP"), _("TL"), tech.level)) self.maxTechLevel = max(self.maxTechLevel, tech.level) items.append(item) return items
def _processResearchQueue(self): player = client.getPlayer() items = [] index = 0 queued = [] totalSci = 0 for task in player.rsrchQueue: queued.append(task.techID) item, taskSci = self._processResearchQueueTask(task) item.index = index items.append(item) totalSci += taskSci index += 1 totalSci = math.ceil(float(totalSci) / player.effSciPoints) 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 self.win.vRTotal.text = res.formatTime(totalSci) if totalSci else _( "N/A") return queued
def update(self, configUpdated=False): self.galaxyFinishPopup(None, None, False) self.alterMenu(None, None, False) player = client.getPlayer() turn = client.getTurn() self.win.vTurn.text = res.formatTime(turn) if configUpdated: self.win.vStarMap.updateConfigModes() self.win.vStarMap.precompute() # center of 1st player star if not self.centered: player = client.getPlayer() if player.planets: planet = client.get(player.planets[0]) self.win.vStarMap.setPos(planet.x, planet.y) elif player.fleets: fleet = client.get(player.fleets[0]) self.win.vStarMap.setPos(fleet.x, fleet.y) self.centered = 1 self.refocus() #only fire off when dialog first updated # enable/disable construction self.win.vConstruction.enabled = Utils.enableConstruction(client) # enable/disable diplomacy #if player.diplomacyRels: self.win.vDiplomacy.enabled = 1 #else: # self.win.vDiplomacy.enabled = 0 # highlight messages button? self.messagesDlg.update() if self.messagesDlg.newMsgs > 0: self.win.vMessages.foreground = gdata.sevColors[gdata.MAJ] else: self.win.vMessages.foreground = None
def update(self,configUpdated=False): self.galaxyRestart(None, None, False) player = client.getPlayer() turn = client.getTurn() self.win.vTurn.text = res.formatTime(turn) if configUpdated: self.win.vStarMap.updateConfigModes() self.win.vStarMap.precompute() # center of 1st player star if not self.centered: player = client.getPlayer() if player.planets: planet = client.get(player.planets[0]) self.win.vStarMap.setPos(planet.x, planet.y) elif player.fleets: fleet = client.get(player.fleets[0]) self.win.vStarMap.setPos(fleet.x, fleet.y) self.centered = 1 self.refocus() #only fire off when dialog first updated # enable/disable construction self.win.vConstruction.enabled = Utils.enableConstruction(client) # enable/disable diplomacy #if player.diplomacyRels: self.win.vDiplomacy.enabled = 1 #else: # self.win.vDiplomacy.enabled = 0 # highlight messages button? self.messagesDlg.update() if self.messagesDlg.newMsgs > 0: self.win.vMessages.foreground = gdata.sevColors[gdata.MAJ] else: self.win.vMessages.foreground = None
def _showShips(self): items = [] player = client.getPlayer() for designID in player.shipDesigns.keys(): tech = player.shipDesigns[designID] if not self._filterShipSize(tech) or not self._filterShipMilitary( tech): continue if tech.upgradeTo != Const.OID_NONE: # skip ships that are set to upgrade continue if self.prodProd > 0: etc = res.formatTime( math.ceil(float(tech.buildProd) / self.prodProd)) else: etc = _("N/A") item = ui.Item(tech.name, tLevel=tech.level, tProd=tech.buildProd, techID=designID, tIsShip=1, tETC=etc) items.append(item) return items
def onSaveStarmapConfirm(self): turn = client.getTurn() name = 'starmap_' + res.formatTime(turn, '_') full_name = os.path.join(gdata.config.game.screenshot_dir, name) savedas = self.mapWidget.save(full_name, chronicle_shot=True) self.confirmDlg.display(_('File saved as %s' % savedas), _('OK'), False)
def _populateOpTime(self, fleet): if hasattr(fleet, 'storEn') and hasattr(fleet, 'operEn'): turns = fleet.storEn / fleet.operEn if fleet.operEn > 0 else 100000 rawRange = turns * fleet.speed / Rules.turnsPerDay _range = "%.2f" % rawRange opTime = res.formatTime(turns) else: _range = "?" opTime = "?" return opTime, _range
def showCommands(self): if self.targetID == Const.OID_NONE: info = _('No target selected') else: target = client.get(self.targetID, noUpdate=1) info = getattr(target, 'name', res.getUnknownName()) # correct buildingIndex if not self.sendShips: self.selectedShip = Const.OID_NONE elif self.selectedShip not in self.sendShips: self.selectedShip = self.sendShips.keys()[0] # get target data self.win.vTarget.text = info fleet = self.fleet if self.targetID != Const.OID_NONE: curTarget = client.get(self.targetID, noUpdate=1) target = Const.OID_NONE if fleet.orbiting != Const.OID_NONE and target == Const.OID_NONE: target = fleet.orbiting elif target == Const.OID_NONE: target = fleet.oid if target != Const.OID_NONE: lastTarget = client.get(target, noUpdate=1) curX = curTarget.x curY = curTarget.y lstX = lastTarget.x lstY = lastTarget.y dx = curX - lstX dy = curY - lstY lnght = math.sqrt(dx * dx + dy * dy) speedBoost = getattr(fleet, "speedBoost", 1) fleetSpeed = getattr(fleet, "speed", 0) maxDelta = fleetSpeed / Rules.turnsPerDay * speedBoost if maxDelta != 0: eta = lnght / maxDelta self.win.vEta.text = res.formatTime(eta) else: self.win.vEta.text = _("N/A") else: self.win.vEta.text = _("N/A") if self.sendShips: self.win.vSelectedShip.enabled = 1 designID = self.selectedShip self.win.vSelectedShip.text = client.getPlayer( ).shipDesigns[designID].name self.win.vSelectedShip.data = designID else: self.win.vSelectedShip.enabled = 0 self.win.vSelectedShip.text = "" self.win.vSelectedShip.data = Const.OID_NONE self.win.setStatus(_("No ships found."))
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 showCommands(self): if self.targetID == OID_NONE: info = _('No target selected') else: target = client.get(self.targetID, noUpdate = 1) info = getattr(target, 'name', res.getUnknownName()) # correct buildingIndex if self.sendShipIndex >= len(self.sendShips): self.sendShipIndex = 0 if self.sendShipTypeIndex >= 2: self.sendShipTypeIndex = 0 # get target data self.win.vTarget.text = info fleet = self.fleet if self.targetID != OID_NONE: curTarget = client.get(self.targetID, noUpdate = 1) target = OID_NONE if fleet.orbiting != OID_NONE and target == OID_NONE: target = fleet.orbiting elif target == OID_NONE: target = fleet.oid if target != OID_NONE: lastTarget = client.get(target, noUpdate = 1) curX = curTarget.x curY = curTarget.y lstX = lastTarget.x lstY = lastTarget.y dx = curX - lstX dy = curY - lstY lnght = math.sqrt(dx*dx + dy*dy) speedBoost = getattr(fleet, "speedBoost", 1) fleetSpeed = getattr(fleet, "speed", 0) maxDelta = fleetSpeed / Rules.turnsPerDay * speedBoost if maxDelta != 0: eta = lnght / maxDelta self.win.vEta.text = res.formatTime(eta) else: self.win.vEta.text = _("N/A") else: self.win.vEta.text = _("N/A") if self.sendShips: self.win.vSendShip.enabled = 1 techID = self.sendShips[self.sendShipIndex] self.win.vSendShip.text = client.getPlayer().shipDesigns[techID].name self.win.vSendShip.data = techID self.win.vSendShipType.text = self.sendShipType[self.sendShipTypeIndex] else: self.win.setStatus(_("No ships found."))
def show(self): player = client.getPlayer() items = [] index = 0 # copy msgs = player.messages[:] msgs.reverse() currTurn = client.getTurn() for sourceID, msgID, locationID, turn, data in msgs: item = ui.Item(None, index=index) item.tTime = res.formatTime(turn - currTurn) item.message = (sourceID, msgID, locationID, turn, data) item.tSourceID = sourceID if sourceID != OID_NONE and sourceID != player.oid: obj = client.get(sourceID, noUpdate=1) if obj: item.tSource = getattr(obj, 'name', res.getUnknownName()) else: item.tSource = _('N/A') else: item.tSource = _('-') item.tLocationID = locationID if locationID != OID_NONE: obj = client.get(locationID, noUpdate=1) item.tLocation = getattr(obj, 'name', res.getUnknownName()) else: item.tLocation = _('-') item.tMessage = messages.getMsgText(msgID, data) sev = messages.getMsgSeverity(msgID) if sev == messages.CRI: item.foreground = (0xd0, 0x20, 0x20) elif sev == messages.MAJ: item.foreground = (0xff, 0xff, 0x00) elif sev == messages.MIN: item.foreground = None if not self.showMIN: continue elif sev == messages.INFO: item.foreground = (0xc0, 0xc0, 0xc0) if not self.showInfo: continue index += 1 items.append(item) self.win.vMessages.items = items self.win.vMessages.itemsChanged() self.win.vDelete.enabled = 0
def show(self): player = client.getPlayer() items = [] index = 0 # copy msgs = player.messages[:] msgs.reverse() currTurn = client.getTurn() for sourceID, msgID, locationID, turn, data in msgs: item = ui.Item(None, index = index) item.tTime = res.formatTime(turn - currTurn) item.message = (sourceID, msgID, locationID, turn, data) item.tSourceID = sourceID if sourceID != OID_NONE and sourceID != player.oid: obj = client.get(sourceID, noUpdate = 1) if obj: item.tSource = getattr(obj, 'name', res.getUnknownName()) else: item.tSource = _('N/A') else: item.tSource = _('-') item.tLocationID = locationID if locationID != OID_NONE: obj = client.get(locationID, noUpdate = 1) item.tLocation = getattr(obj, 'name', res.getUnknownName()) else: item.tLocation = _('-') item.tMessage = messages.getMsgText(msgID, data) sev = messages.getMsgSeverity(msgID) if sev == messages.CRI: item.foreground = (0xd0, 0x20, 0x20) elif sev == messages.MAJ: item.foreground = (0xff, 0xff, 0x00) elif sev == messages.MIN: item.foreground = None if not self.showMIN: continue elif sev == messages.INFO: item.foreground = (0xc0, 0xc0, 0xc0) if not self.showInfo: continue index += 1 items.append(item) self.win.vMessages.items = items self.win.vMessages.itemsChanged() self.win.vDelete.enabled = 0
def _processImprovableTech(self, tech, scheduledIDs): player = client.getPlayer() item = ui.Item(tech.name, techID=tech.id, tLevel='%d-%d' % (tech.level, player.techs[tech.id]), tStruct=(' ', '*')[tech.isStructure], tShip=(' ', '*')[tech.isShipEquip]) neededSci = Utils.getTechRCost(player, tech.id) item.tETC = res.formatTime( float(neededSci) / player.effSciPoints) if player.effSciPoints > 0 else _("N/A") item.foreground = (0xd0, 0xd0, 0xd0) if tech.id in scheduledIDs else None item.foreground = ( 0x80, 0x40, 0x40) if tech.id in player.obsoleteTechs else item.foreground return item
def _processNonShips(self, tech): if self.prodProd > 0: etc = math.ceil(float(tech.buildProd) / self.prodProd) if self.targetID != self.planetID: etc *= Rules.buildOnAnotherPlanetMod etc = res.formatTime(etc) else: etc = _("N/A") item = ui.Item(tech.name, tLevel=tech.level, tProd=tech.buildProd, techID=tech.id, tIsShip=0, tETC=etc) self.maxTechLevel = max(self.maxTechLevel, tech.level) return item
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): 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 onSaveStarmapConfirm(self): turn = client.getTurn() name = res.formatTime(turn,'_') savedas = self.mapWidget.save(name) self.confirmDlg.display(_('File saved as %s' % savedas), _('OK'), False)
def _populateEta(self, fleet): return res.formatTime(fleet.eta) if hasattr(fleet, "eta") else "?"
def showCommands(self): self.win.vMoveBtn.pressed = self.command == Const.FLACTION_MOVE self.win.vAttackBtn.pressed = self.command == Const.FLACTION_DECLAREWAR self.win.vDeplShipBtn.pressed = self.command == Const.FLACTION_DEPLOY self.win.vWaitBtn.pressed = self.command == Const.FLACTION_WAIT self.win.vRefuelBtn.pressed = self.command == Const.FLACTION_REFUEL self.win.vRepeatBtn.pressed = self.command == Const.FLACTION_REPEATFROM self.win.vWormholeBtn.pressed = self.command == Const.FLACTION_ENTERWORMHOLE # hide/show widgets for widget in self.win.widgets: if widget.tags and self.command in widget.tags: widget.visible = 1 elif widget.tags: widget.visible = 0 # target if self.targetID == Const.OID_NONE: info = _('No target selected') elif self.command in (Const.FLACTION_MOVE, Const.FLACTION_REFUEL, Const.FLACTION_ENTERWORMHOLE): target = client.get(self.targetID, noUpdate = 1) info = getattr(target, 'name', res.getUnknownName()) elif self.command == Const.FLACTION_DEPLOY: target = client.get(self.targetID, noUpdate = 1) if target.type == Const.T_PLANET: info = getattr(target, 'name', res.getUnknownName()) else: info = _('No planet selected') elif self.command == Const.FLACTION_DECLAREWAR: if self.targetPlayerID not in (Const.OID_NONE, client.getPlayerID()): target = client.get(self.targetPlayerID, noUpdate = 1) info = getattr(target, 'name', res.getUnknownName()) else: info = _("No commander specified.") else: info = _('?') self.win.vTarget.text = info curTarget = client.get(self.targetID, noUpdate = 1) fleet = client.get(self.fleetDlg.fleetID, noUpdate = 1) target = Const.OID_NONE oldTarget = fleet # we can hack it - only coordinates are necessary waitTurns = sum([x[2] for x in fleet.actions[fleet.actionIndex:] if x[0] == Const.FLACTION_WAIT]) eta = waitTurns # baseline targetIDs = [x[1] for x in fleet.actions[fleet.actionIndex:]] if self.targetID != Const.OID_NONE: targetIDs.append(self.targetID) for newTargetID in targetIDs: if newTargetID != Const.OID_NONE: newTarget = client.get(newTargetID) newEta = self._evalEta(fleet, oldTarget, newTarget) if newEta is not None: eta += newEta else: eta = None break oldTarget = newTarget if eta is None or not targetIDs: self.win.vEta.text = _("N/A") else: self.win.vEta.text = res.formatTime(eta) # ships fleet = client.get(self.fleetDlg.fleetID, noUpdate = 1) self.deplShips = [] # collect buildings for designID, a, b, c in fleet.ships: #fixed bug in reference of designID...added a, b, c to do it; breaks list lookup otherwise (not sure why) with hash error --RC tech = client.getPlayer().shipDesigns[designID] if tech.deployStructs: self.deplShips.append(designID) log.debug('Adding design with structure',designID) elif tech.deployHandlers: hasHandler = False for handler in tech.deployHandlers: if handler != '': #why are blank handlers getting added in ship construction? catch here for now hasHandler = True break if hasHandler: self.deplShips.append(designID) log.debug('Adding design with project',designID) # correct buildingIndex if self.deplShipIndex >= len(self.deplShips): self.deplShipIndex = 0 if self.deplShips: self.win.vDeplShipBtn.enabled = 1 techID = self.deplShips[self.deplShipIndex] self.win.vDeplShip.text = client.getPlayer().shipDesigns[techID].name self.win.vDeplShip.data = techID else: self.win.vDeplShipBtn.enabled = 0 if self.command == Const.FLACTION_DEPLOY: self.command == Const.FLACTION_MOVE self.showCommands()
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 showCommands(self): self.win.vMoveBtn.pressed = self.command == FLACTION_MOVE self.win.vAttackBtn.pressed = self.command == FLACTION_DECLAREWAR self.win.vDeplShipBtn.pressed = self.command == FLACTION_DEPLOY self.win.vWaitBtn.pressed = self.command == FLACTION_WAIT self.win.vRefuelBtn.pressed = self.command == FLACTION_REFUEL self.win.vRepeatBtn.pressed = self.command == FLACTION_REPEATFROM self.win.vWormholeBtn.pressed = self.command == FLACTION_ENTERWORMHOLE # hide/show widgets for widget in self.win.widgets: if widget.tags and self.command in widget.tags: widget.visible = 1 elif widget.tags: widget.visible = 0 # target if self.targetID == OID_NONE: info = _('No target selected') elif self.command in (FLACTION_MOVE, FLACTION_REFUEL, FLACTION_ENTERWORMHOLE): target = client.get(self.targetID, noUpdate = 1) info = getattr(target, 'name', res.getUnknownName()) elif self.command == FLACTION_DEPLOY: target = client.get(self.targetID, noUpdate = 1) if target.type == T_PLANET: info = getattr(target, 'name', res.getUnknownName()) else: info = _('No planet selected') elif self.command == FLACTION_DECLAREWAR: if self.targetPlayerID not in (OID_NONE, client.getPlayerID()): target = client.get(self.targetPlayerID, noUpdate = 1) info = getattr(target, 'name', res.getUnknownName()) else: info = _("No commander specified.") else: info = _('?') self.win.vTarget.text = info if self.targetID != OID_NONE: curTarget = client.get(self.targetID, noUpdate = 1) fleet = client.get(self.fleetDlg.fleetID, noUpdate = 1) target = OID_NONE if len(fleet.actions) > 1: if self.cmdIndex != 0 and self.cmdIndex < len(fleet.actions): idx = self.cmdIndex else: idx = len(fleet.actions) while True: idx -= 1 if idx < 0: break #print "idx", idx, fleet.actions[idx] action, target, actionData = fleet.actions[idx] if target != OID_NONE: break if fleet.orbiting != OID_NONE and target == OID_NONE: target = fleet.orbiting elif target == OID_NONE: target = fleet.oid if target != OID_NONE: lastTarget = client.get(target, noUpdate = 1) curX = curTarget.x curY = curTarget.y lstX = lastTarget.x lstY = lastTarget.y dx = curX - lstX dy = curY - lstY lnght = math.sqrt(dx*dx + dy*dy) speedBoost = getattr(fleet, "speedBoost", 1) fleetSpeed = getattr(fleet, "speed", 0) maxDelta = fleetSpeed / Rules.turnsPerDay * speedBoost if maxDelta != 0: eta = lnght / maxDelta self.win.vEta.text = res.formatTime(eta) else: self.win.vEta.text = _("N/A") else: self.win.vEta.text = _("N/A") # ships fleet = client.get(self.fleetDlg.fleetID, noUpdate = 1) self.deplShips = [] # collect buildings for designID, a, b, c in fleet.ships: #fixed bug in reference of designID...added a, b, c to do it; breaks list lookup otherwise (not sure why) with hash error --RC tech = client.getPlayer().shipDesigns[designID] if tech.deployStructs: self.deplShips.append(designID) log.debug('Adding design with structure',designID) elif tech.deployHandlers: hasHandler = False for handler in tech.deployHandlers: if handler != '': #why are blank handlers getting added in ship construction? catch here for now hasHandler = True break if hasHandler: self.deplShips.append(designID) log.debug('Adding design with project',designID) # correct buildingIndex if self.deplShipIndex >= len(self.deplShips): self.deplShipIndex = 0 if self.deplShips: self.win.vDeplShipBtn.enabled = 1 techID = self.deplShips[self.deplShipIndex] self.win.vDeplShip.text = client.getPlayer().shipDesigns[techID].name self.win.vDeplShip.data = techID else: self.win.vDeplShipBtn.enabled = 0 if self.command == FLACTION_DEPLOY: self.command == FLACTION_MOVE self.showCommands()
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()
def _populateLastUpgrade(self, fleet): return res.formatTime(fleet.lastUpgrade) if hasattr( fleet, "lastUpgrade") else "?"
def showTechs(self): # techs items = [] select = None showMilitary = self.win.vMilitary.checked showBio = self.win.vBioProduction.checked showEn = self.win.vEnProduction.checked showCP = self.win.vCPProduction.checked showRP = self.win.vRPProduction.checked showMorale = self.win.vMorale.checked for techID in client.getPlayer().techs.keys(): tech = client.getTechInfo(techID) if not ((tech.isMilitary and showMilitary) or \ ((getattr(tech, "prodBio", 0) > 0 or getattr(tech, "prodEnv", 0) > 0) and showBio) or \ (getattr(tech, "prodEn", 0) > 0 and showEn) or \ (getattr(tech, "prodProd", 0) > 0 and showCP) or \ (getattr(tech, "prodSci", 0) > 0 and showRP) or \ (getattr(tech, "moraleTrgt", 0) > 0 and showMorale)): continue sourcePlanet = client.get(self.sourceID, noUpdate=1) prodProd = getattr(sourcePlanet, "effProdProd", 0) if prodProd > 0: etc = math.ceil(float(tech.buildProd) / prodProd) if self.sourceID != self.planetID: etc *= Rules.buildOnAnotherPlanetMod etc = res.formatTime(etc) else: etc = _("N/A") item = ui.Item( etc, techID=techID, tIsShip=0, name=tech.name, tl=tech.level, subtype=tech.subtype, icons=((res.getTechImg(techID), ui.ALIGN_N), ), font="small-bold", align=ui.ALIGN_S, tooltipTitle=_("Details"), tooltip="%s, %d %s, %s %d" % (tech.name, tech.buildProd, _("CP"), _("TL"), tech.level), statustip="%s, %d %s, %s %d" % (tech.name, tech.buildProd, _("CP"), _("TL"), tech.level), ) if tech.level > self.maxTechLevel: self.maxTechLevel = tech.level # TODO FIX ME if tech.level in self.showLevels and \ ((self.showStructures and tech.isStructure) or \ (self.showOther and (tech.isProject))) or tech.level == 99: items.append(item) if techID == self.techID: select = item # sort methods if self.sort == 'none': # sort by name items.sort(key=lambda a: a.name) elif self.sort == 'tl': # sort by TL, subsort by name items.sort(key=lambda a: a.name) items.sort(key=lambda a: a.tl) elif self.sort == 'type': #sort by subtype, subsort by tl items.sort(key=lambda a: a.tl) items.sort(key=lambda a: a.subtype) self.win.vTechs.items = items self.win.vTechs.itemsChanged() if select: self.win.vTechs.selectItem(select) # filter for i in xrange(1, 10): widget = getattr(self.win, 'vLevel%d' % i) if i in self.showLevels and i <= self.maxTechLevel: widget.visible = 1 widget.pressed = 1 elif i not in self.showLevels and i <= self.maxTechLevel: widget.visible = 1 widget.pressed = 0 else: widget.visible = 0 # quantity self.win.vQuantity.text = str(self.quantity)
def showTechs(self): # techs items = [] select = None showMilitary = self.win.vMilitary.checked showBio = self.win.vBioProduction.checked showEn = self.win.vEnProduction.checked showCP = self.win.vCPProduction.checked showRP = self.win.vRPProduction.checked showMorale = self.win.vMorale.checked for techID in client.getPlayer().techs.keys(): tech = client.getTechInfo(techID) if not ((tech.isMilitary and showMilitary) or \ ((getattr(tech, "prodBio", 0) > 0 or getattr(tech, "prodEnv", 0) > 0) and showBio) or \ (getattr(tech, "prodEn", 0) > 0 and showEn) or \ (getattr(tech, "prodProd", 0) > 0 and showCP) or \ (getattr(tech, "prodSci", 0) > 0 and showRP) or \ (getattr(tech, "moraleTrgt", 0) > 0 and showMorale)): continue sourcePlanet = client.get(self.sourceID, noUpdate = 1) prodProd = getattr(sourcePlanet, "effProdProd", 0) if prodProd > 0: etc = math.ceil(float(tech.buildProd) / prodProd) if self.sourceID != self.planetID: etc *= Rules.buildOnAnotherPlanetMod etc = res.formatTime(etc) else: etc = _("N/A") item = ui.Item(etc, techID = techID, tIsShip = 0, name = tech.name, tl = tech.level, subtype = tech.subtype, icons = ((res.getTechImg(techID), ui.ALIGN_N),), font = "small-bold", align = ui.ALIGN_S, tooltip = "%s, %d %s, %s %d" % (tech.name, tech.buildProd,_("CP"),_("TL"), tech.level), statustip = "%s, %d %s, %s %d" % (tech.name, tech.buildProd,_("CP"),_("TL"), tech.level), ) if tech.level > self.maxTechLevel: self.maxTechLevel = tech.level # TODO FIX ME if tech.level in self.showLevels and \ ((self.showStructures and tech.isStructure) or \ (self.showOther and (tech.isProject))) or tech.level == 99: items.append(item) if techID == self.techID: select = item # sort methods if self.sort == 'none': # sort by name items.sort(lambda a, b: cmp(a.name, b.name)) elif self.sort == 'tl': # sort by TL, subsort by name items.sort(lambda a, b: cmp(a.name, b.name)) items.sort(lambda a, b: cmp(a.tl, b.tl)) elif self.sort == 'type': #sort by subtype, subsort by tl items.sort(lambda a, b: cmp(a.tl, b.tl)) items.sort(lambda a, b: cmp(a.subtype, b.subtype)) self.win.vTechs.items = items self.win.vTechs.itemsChanged() if select: self.win.vTechs.selectItem(select) # filter for i in xrange(1, 10): widget = getattr(self.win, 'vLevel%d' % i) if i in self.showLevels and i <= self.maxTechLevel: widget.visible = 1 widget.pressed = 1 elif i not in self.showLevels and i <= self.maxTechLevel: widget.visible = 1 widget.pressed = 0 else: widget.visible = 0 # quantity self.win.vQuantity.text = str(self.quantity)
def showTechs(self): # techs items = [] select = None showMilitary = self.win.vMilitary.checked showBio = self.win.vBioProduction.checked showEn = self.win.vEnProduction.checked showCP = self.win.vCPProduction.checked showRP = self.win.vRPProduction.checked showMorale = self.win.vMorale.checked showSmall = self.win.vSmall.checked showMed = self.win.vMedium.checked showLarge = self.win.vLarge.checked showCivShip = self.win.vCivShip.checked showMilShip = self.win.vMilShip.checked for techID in client.getPlayer().techs.keys(): tech = client.getTechInfo(techID) # hide pirate techs from ships and miscs view if not self.showStructures and tech.level == 99: continue if tech.isStructure: if (tech.isMilitary or getattr(tech, "prodBio", 0) > 0 or getattr(tech, "prodEnv", 0) > 0 or \ getattr(tech, "prodEn", 0) > 0 or getattr(tech, "prodProd", 0) > 0 or \ getattr(tech, "prodSci", 0) > 0 or getattr(tech, "moraleTrgt", 0) > 0): if not ((tech.isMilitary and showMilitary) or \ ((getattr(tech, "prodBio", 0) > 0 or getattr(tech, "prodEnv", 0) > 0) and showBio) or \ (getattr(tech, "prodEn", 0) > 0 and showEn) or \ (getattr(tech, "prodProd", 0) > 0 and showCP) or \ (getattr(tech, "prodSci", 0) > 0 and showRP) or \ (getattr(tech, "moraleTrgt", 0) > 0 and showMorale)): continue if self.prodProd > 0: etc = math.ceil(float(tech.buildProd) / self.prodProd) if self.targetID != self.planetID: etc *= Rules.buildOnAnotherPlanetMod etc = res.formatTime(etc) else: etc = _("N/A") item = ui.Item( tech.name, tLevel=tech.level, tProd=tech.buildProd, techID=techID, tIsShip=0, tETC=etc, ) if item.tLevel > self.maxTechLevel: self.maxTechLevel = item.tLevel if item.tLevel in self.showLevels and \ ((self.showStructures and tech.isStructure) or \ (self.showOther and (tech.isProject))): items.append(item) if techID == self.techID: select = item # special handling for ships player = client.getPlayer() if self.showShips: for designID in player.shipDesigns.keys(): tech = player.shipDesigns[designID] if not ((tech.combatClass == 0 and showSmall) or (tech.combatClass == 1 and showMed) or (tech.combatClass == 2 and showLarge)): continue if not ((tech.isMilitary and showMilShip) or (not tech.isMilitary and showCivShip)): continue if tech.upgradeTo != Const.OID_NONE: # skip ships that are set to upgrade continue if self.prodProd > 0: etc = res.formatTime( math.ceil(float(tech.buildProd) / self.prodProd)) else: etc = _("N/A") item = ui.Item( tech.name, tLevel=tech.level, tProd=tech.buildProd, techID=designID, tIsShip=1, tETC=etc, ) items.append(item) if designID == self.techID: select = item # sort it by level and then by name items.sort(key=lambda a: (100 - a.tLevel, a.text)) self.win.vTechs.items = items self.win.vTechs.itemsChanged() self.win.vTechs.selectItem(select) # filter for i in xrange(1, 10): widget = getattr(self.win, 'vLevel%d' % i) if i in self.showLevels and i <= self.maxTechLevel: widget.visible = 1 widget.pressed = 1 elif i not in self.showLevels and i <= self.maxTechLevel: widget.visible = 1 widget.pressed = 0 else: widget.visible = 0 self.win.vStructuresToggle.pressed = self.showStructures self.win.vShipsToggle.pressed = self.showShips self.win.vOtherToggle.pressed = self.showOther # targets info = [] system = client.get(self.systemID, noUpdate=1) select = None if hasattr(system, 'planets'): for planetID in system.planets: planet = client.get(planetID, noUpdate=1) owner = res.getUnknownName() #rel = Const.REL_UNDEF ownerID = Const.OID_NONE if hasattr(planet, 'owner'): ownerID = planet.owner if planet.owner != Const.OID_NONE: owner = client.get(planet.owner, noUpdate=1).name #rel = client.getRelationTo(planet.owner) else: owner = _('[Nobody]') if planet.plType in ("A", "G"): color = gdata.sevColors[gdata.DISABLED] else: #color = res.getFFColorCode(rel) color = res.getPlayerColor(ownerID) plname = getattr(planet, 'name', res.getUnknownName()) item = ui.Item( plname, text_raw=getattr(planet, 'plEn', plname), planetID=planetID, plOwner=owner, foreground=color, ) info.append(item) if planetID == self.targetID: select = item self.win.vTargets.items = info self.win.vTargets.itemsChanged() self.win.vTargets.selectItem(select) # quantity self.win.vQuantity.text = str(self.quantity)
def show(self): # get check box selections mine = self.win.vMine.checked enemy = self.win.vEnemy.checked unfriendly = self.win.vUnfriendy.checked neutral = self.win.vNeutral.checked friendly = self.win.vFriendly.checked allied = self.win.vAllied.checked redirects = self.win.vRedirects.checked player = client.getPlayer() # items = [] for fleetID in client.db.keys(): fleet = client.get(fleetID, noUpdate=1) # skip non-fleets if not hasattr(fleet, "type") or (fleet.type != Const.T_FLEET and fleet.type != Const.T_ASTEROID): continue # shall be shown? fgColor = None ownerTipTitle = "" ownerName = "" ownerNameTip = "" # check fleet color and if display fleet if hasattr(fleet, 'owner'): plRelation = client.getRelationTo(fleet.owner) fgColor = res.getPlayerColor(fleet.owner) ok = 0 if mine and fleet.owner == player.oid: ok = 1 elif enemy and plRelation >= Const.REL_ENEMY_LO and plRelation < Const.REL_ENEMY_HI: ok = 1 elif unfriendly and plRelation >= Const.REL_UNFRIENDLY_LO and plRelation < Const.REL_UNFRIENDLY_HI: ok = 1 elif neutral and plRelation >= Const.REL_NEUTRAL_LO and plRelation < Const.REL_NEUTRAL_HI: ok = 1 elif friendly and plRelation >= Const.REL_FRIENDLY_LO and plRelation < Const.REL_FRIENDLY_HI: ok = 1 elif allied and plRelation >= Const.REL_ALLY_LO and plRelation < Const.REL_ALLY_HI: ok = 1 if not ok: continue if fleet.owner != player.oid: owner = getattr(client.get(fleet.owner, noUpdate=1), "name", res.getUnknownName()) ownerName = " (%s)" % owner ownerNameTip = owner ownerTipTitle = _("Owner") else: # asteroids has no owner fgColor = res.getFFColorCode(0) #enemy if not enemy: continue # check position of fleet system = None systemName = "-" if hasattr(fleet, 'orbiting') and fleet.orbiting: system = client.get(fleet.orbiting, noUpdate=1) systemName = getattr(system, "name", res.getUnknownName()) elif hasattr(fleet, 'closeSystem'): system = client.get(fleet.closeSystem, noUpdate=1) systemName = _("%s (dst)") % getattr(system, "name", res.getUnknownName()) # get fleet current action and target of action order = "-" targetName = "-" if hasattr(fleet, 'actions'): if fleet.actionIndex < len(fleet.actions): action, target, data = fleet.actions[fleet.actionIndex] if action == Const.FLACTION_REDIRECT and not redirects: continue order = gdata.fleetActions[action] if target != Const.OID_NONE: targetName = getattr(client.get(target, noUpdate=1), 'name', res.getUnknownName()) order = "%s %s" % (order, targetName) # eta if hasattr(fleet, "eta"): eta = res.formatTime(fleet.eta) else: eta = "?" # fuel if hasattr(fleet, "storEn"): if fleet.maxEn > 0: fuel = 100 * fleet.storEn / fleet.maxEn else: fuel = 0 else: fuel = "?" # operational time if hasattr(fleet, 'storEn') and hasattr(fleet, 'operEn'): turns = 100000 if fleet.operEn > 0: turns = fleet.storEn / fleet.operEn rawRange = turns * fleet.speed / Rules.turnsPerDay range = "%.2f" % rawRange opTime = res.formatTime(turns) else: rawRange = 0 range = "?" opTime = "?" # last upgrade if hasattr(fleet, "lastUpgrade"): lastUpgrade = res.formatTime(fleet.lastUpgrade) else: lastUpgrade = "?" if hasattr(fleet, 'customname') and fleet.customname: fleetname = fleet.customname else: fleetname = getattr(fleet, 'name', res.getUnknownName()) # create ListBox Item for fleet item = ui.Item("%s %s" % (fleetname, ownerName), tooltipTitle=ownerTipTitle, tooltip=ownerNameTip, tLocation=systemName, tOrder=order, tMP=getattr(fleet, "combatPwr", "?"), tETA=eta, tETA_raw=getattr(fleet, "eta", 0), tSignature=getattr(fleet, "signature", "?"), tFuel=fuel, tOpTime=opTime, tRange=range, tRange_raw=rawRange, tLastUpgrade=lastUpgrade, tFleetID=fleetID, foreground=fgColor) items.append(item) self.win.vFleets.items = items self.win.vFleets.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 != 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): # get check box selections mine = self.win.vMine.checked enemy = self.win.vEnemy.checked unfriendly = self.win.vUnfriendy.checked neutral = self.win.vNeutral.checked friendly = self.win.vFriendly.checked allied = self.win.vAllied.checked redirects = self.win.vRedirects.checked player = client.getPlayer() # items = [] for fleetID in client.db.keys(): fleet = client.get(fleetID, noUpdate = 1) # skip non-fleets if not hasattr(fleet, "type") or (fleet.type != T_FLEET and fleet.type != T_ASTEROID): continue # shall be shown? fgColor = None ownerName = "" ownerNameTip = "" # check fleet color and if display fleet if hasattr(fleet, 'owner'): plRelation = client.getRelationTo(fleet.owner) fgColor = res.getPlayerColor(fleet.owner) ok = 0 if mine and fleet.owner == player.oid: ok = 1 elif enemy and plRelation >= REL_ENEMY_LO and plRelation < REL_ENEMY_HI: ok = 1 elif unfriendly and plRelation >= REL_UNFRIENDLY_LO and plRelation < REL_UNFRIENDLY_HI: ok = 1 elif neutral and plRelation >= REL_NEUTRAL_LO and plRelation < REL_NEUTRAL_HI: ok = 1 elif friendly and plRelation >= REL_FRIENDLY_LO and plRelation < REL_FRIENDLY_HI: ok = 1 elif allied and plRelation >= REL_ALLY_LO and plRelation < REL_ALLY_HI: ok = 1 if not ok: continue if fleet.owner != player.oid: owner = getattr(client.get(fleet.owner, noUpdate = 1), "name", res.getUnknownName()) ownerName = " (%s)" % owner ownerNameTip = owner else: # asteroids has no owner fgColor = res.getFFColorCode(0) #enemy if not enemy: continue # check position of fleet system = None systemName = "-" if hasattr(fleet, 'orbiting') and fleet.orbiting: system = client.get(fleet.orbiting, noUpdate = 1) systemName = getattr(system, "name", res.getUnknownName()) elif hasattr(fleet, 'closeSystem'): system = client.get(fleet.closeSystem, noUpdate = 1) systemName = _("%s (dst)") % getattr(system, "name", res.getUnknownName()) # get fleet current action and target of action order = "-" targetName = "-" if hasattr(fleet, 'actions'): if fleet.actionIndex < len(fleet.actions): action, target, data = fleet.actions[fleet.actionIndex] if action == FLACTION_REDIRECT and not redirects: continue order = gdata.fleetActions[action] if target != OID_NONE: targetName = getattr(client.get(target, noUpdate = 1), 'name', res.getUnknownName()) order = "%s %s" % (order, targetName) # eta if hasattr(fleet, "eta"): eta = res.formatTime(fleet.eta) else: eta = "?" # fuel if hasattr(fleet, "storEn"): if fleet.maxEn > 0: fuel = 100 * fleet.storEn / fleet.maxEn else: fuel = 0 else: fuel = "?" # operational time if hasattr(fleet, 'storEn') and hasattr(fleet, 'operEn'): turns = 100000 if fleet.operEn > 0: turns = fleet.storEn / fleet.operEn rawRange = turns * fleet.speed / Rules.turnsPerDay range = "%.2f" % rawRange opTime = res.formatTime(turns) else: rawRange = 0 range = "?" opTime = "?" # last upgrade if hasattr(fleet, "lastUpgrade"): lastUpgrade = res.formatTime(fleet.lastUpgrade) else: lastUpgrade = "?" if hasattr(fleet,'customname') and fleet.customname: fleetname = fleet.customname else: fleetname = getattr(fleet, 'name', res.getUnknownName()) # create ListBox Item for fleet item = ui.Item( "%s %s" % (fleetname, ownerName), tooltip = ownerNameTip, tLocation = systemName, tOrder = order, tMP = getattr(fleet, "combatPwr", "?"), tETA = eta, tETA_raw = getattr(fleet, "eta", 0), tSignature = getattr(fleet, "signature", "?"), tFuel = fuel, tOpTime = opTime, tRange = range, tRange_raw = rawRange, tLastUpgrade = lastUpgrade, tFleetID = fleetID, foreground = fgColor) items.append(item) self.win.vFleets.items = items self.win.vFleets.itemsChanged()
def showTechs(self): # techs items = [] select = None showMilitary = self.win.vMilitary.checked showBio = self.win.vBioProduction.checked showEn = self.win.vEnProduction.checked showCP = self.win.vCPProduction.checked showRP = self.win.vRPProduction.checked showMorale = self.win.vMorale.checked showSmall = self.win.vSmall.checked showMed = self.win.vMedium.checked showLarge = self.win.vLarge.checked showCivShip = self.win.vCivShip.checked showMilShip = self.win.vMilShip.checked for techID in client.getPlayer().techs.keys(): tech = client.getTechInfo(techID) # hide pirate techs from ships and miscs view if not self.showStructures and tech.level == 99: continue if tech.isStructure: if (tech.isMilitary or getattr(tech, "prodBio", 0) > 0 or getattr(tech, "prodEnv", 0) > 0 or \ getattr(tech, "prodEn", 0) > 0 or getattr(tech, "prodProd", 0) > 0 or \ getattr(tech, "prodSci", 0) > 0 or getattr(tech, "moraleTrgt", 0) > 0): if not ((tech.isMilitary and showMilitary) or \ ((getattr(tech, "prodBio", 0) > 0 or getattr(tech, "prodEnv", 0) > 0) and showBio) or \ (getattr(tech, "prodEn", 0) > 0 and showEn) or \ (getattr(tech, "prodProd", 0) > 0 and showCP) or \ (getattr(tech, "prodSci", 0) > 0 and showRP) or \ (getattr(tech, "moraleTrgt", 0) > 0 and showMorale)): continue if self.prodProd > 0: etc = math.ceil(float(tech.buildProd) / self.prodProd) if self.targetID != self.planetID: etc *= Rules.buildOnAnotherPlanetMod etc = res.formatTime(etc) else: etc = _("N/A") item = ui.Item(tech.name, tLevel = tech.level, tProd = tech.buildProd, techID = techID, tIsShip = 0, tETC = etc, ) if item.tLevel > self.maxTechLevel: self.maxTechLevel = item.tLevel if item.tLevel in self.showLevels and \ ((self.showStructures and tech.isStructure) or \ (self.showOther and (tech.isProject))): items.append(item) if techID == self.techID: select = item # special handling for ships player = client.getPlayer() if self.showShips: for designID in player.shipDesigns.keys(): tech = player.shipDesigns[designID] if not ((tech.combatClass == 0 and showSmall) or (tech.combatClass == 1 and showMed) or (tech.combatClass == 2 and showLarge)): continue if not ((tech.isMilitary and showMilShip) or (not tech.isMilitary and showCivShip)): continue if tech.upgradeTo != OID_NONE: # skip ships that are set to upgrade continue if self.prodProd > 0: etc = res.formatTime(math.ceil(float(tech.buildProd) / self.prodProd)) else: etc = _("N/A") item = ui.Item(tech.name, tLevel = tech.level, tProd = tech.buildProd, techID = designID, tIsShip = 1, tETC = etc, ) items.append(item) if designID == self.techID: select = item # sort it by level and then by name items.sort(lambda a, b: cmp((100 - a.tLevel, a.text), (100 - b.tLevel, b.text))) self.win.vTechs.items = items self.win.vTechs.itemsChanged() self.win.vTechs.selectItem(select) # filter for i in xrange(1, 10): widget = getattr(self.win, 'vLevel%d' % i) if i in self.showLevels and i <= self.maxTechLevel: widget.visible = 1 widget.pressed = 1 elif i not in self.showLevels and i <= self.maxTechLevel: widget.visible = 1 widget.pressed = 0 else: widget.visible = 0 self.win.vStructuresToggle.pressed = self.showStructures self.win.vShipsToggle.pressed = self.showShips self.win.vOtherToggle.pressed = self.showOther # targets info = [] system = client.get(self.systemID, noUpdate = 1) select = None if hasattr(system, 'planets'): for planetID in system.planets: planet = client.get(planetID, noUpdate = 1) owner = res.getUnknownName() #rel = REL_UNDEF ownerID = OID_NONE if hasattr(planet, 'owner'): ownerID = planet.owner if planet.owner != OID_NONE: owner = client.get(planet.owner, noUpdate = 1).name #rel = client.getRelationTo(planet.owner) else: owner = _('[Nobody]') if planet.plType in ("A", "G"): color = gdata.sevColors[gdata.DISABLED] else: #color = res.getFFColorCode(rel) color = res.getPlayerColor(ownerID) plname = getattr(planet, 'name', res.getUnknownName()) item = ui.Item( plname, text_raw = getattr(planet, 'plEn', plname), planetID = planetID, plOwner = owner, foreground = color, ) info.append(item) if planetID == self.targetID: select = item self.win.vTargets.items = info self.win.vTargets.itemsChanged() self.win.vTargets.selectItem(select) # quantity self.win.vQuantity.text = str(self.quantity)
def onSaveStarmapConfirm(self): turn = client.getTurn() name = 'starmap_' + res.formatTime(turn,'_') full_name = os.path.join(gdata.config.game.screenshot_dir, name) savedas = self.mapWidget.save(full_name, chronicle_shot=True) self.confirmDlg.display(_('File saved as %s' % savedas), _('OK'), False)