Esempio n. 1
0
 def showShip(self, techID, exp):
     tech = client.getPlayer().shipDesigns[techID]
     level = Rules.shipExpToLevel.get(int(exp / tech.baseExp),
                                      Rules.shipDefLevel)
     self.win.vShipModel.text = tech.name
     self.win.vShipClass.text = _(gdata.shipClasses[tech.combatClass])
     self.win.vShipAtt.text = int(tech.combatAtt *
                                  Rules.shipLevelEff[level])
     self.win.vShipDef.text = _("%d / %d") % (
         int(tech.combatDef * Rules.shipLevelEff[level]),
         int(tech.missileDef * Rules.shipLevelEff[level]),
     )
     self.win.vShipMaxSpeed.text = _("%.2f") % tech.speed
     self.win.vShipScannerPwr.text = tech.scannerPwr
     self.win.vShipSupport.text = _("%d + %d") % (
         tech.operEn, int(tech.buildProd * Rules.operProdRatio))
     info = _("Support: %d energy and %d contruction points per turn.") % (
         tech.operEn, int(tech.buildProd * Rules.operProdRatio))
     self.win.vShipSupport.statustip = info
     self.win.vShipSupport.tooltip = info
     self.win.vShipStorages.text = _("%d") % tech.storEn
     self.win.vShipSignature.text = tech.signature
     if tech.shieldHP > 0:
         self.win.vShipMaxHP.text = _("%d + %d") % (
             tech.maxHP,
             tech.shieldHP,
         )
     else:
         self.win.vShipMaxHP.text = _("%d") % (tech.maxHP, )
     # show equipment
     items = []
     for techID in tech.eqIDs:
         eq = client.getTechInfo(techID)
         short = sequip.getShortDescr(techID)
         long = sequip.getLongDescr(techID)
         item = ui.Item(_("%d x %s") % (tech.eqIDs[techID], eq.name),
                        tData=short,
                        tooltip=long,
                        statustip=long)
         items.append(item)
     self.win.vShipEquipment.items = items
     self.win.vShipEquipment.itemsChanged()
Esempio n. 2
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 def showShip(self, techID, exp):
     tech = client.getPlayer().shipDesigns[techID]
     level = Rules.shipExpToLevel.get(int(exp / tech.baseExp), Rules.shipDefLevel)
     self.win.vShipModel.text = tech.name
     self.win.vShipClass.text = _(gdata.shipClasses[tech.combatClass])
     self.win.vShipAtt.text = int(tech.combatAtt * Rules.shipLevelEff[level])
     self.win.vShipDef.text = _("%d / %d") % (
         int(tech.combatDef * Rules.shipLevelEff[level]),
         int(tech.missileDef * Rules.shipLevelEff[level]),
     )
     self.win.vShipMaxSpeed.text = _("%.2f") % tech.speed
     self.win.vShipScannerPwr.text = tech.scannerPwr
     self.win.vShipSupport.text = _("%d + %d") % (tech.operEn, int(tech.buildProd * Rules.operProdRatio))
     info = _("Support: %d energy and %d contruction points per turn.") % (tech.operEn, int(tech.buildProd * Rules.operProdRatio))
     self.win.vShipSupport.statustip = info
     self.win.vShipSupport.tooltip = info
     self.win.vShipStorages.text = _("%d") % tech.storEn
     self.win.vShipSignature.text = tech.signature
     if tech.shieldHP > 0:
         self.win.vShipMaxHP.text = _("%d + %d") % (
             tech.maxHP,
             tech.shieldHP,
         )
     else:
         self.win.vShipMaxHP.text = _("%d") % (
             tech.maxHP,
         )
     # show equipment
     items = []
     for techID in tech.eqIDs:
         eq = client.getTechInfo(techID)
         short = sequip.getShortDescr(techID)
         long = sequip.getLongDescr(techID)
         item = ui.Item(_("%d x %s") % (tech.eqIDs[techID], eq.name),
             tData = short, tooltip = long, statustip = long)
         items.append(item)
     self.win.vShipEquipment.items = items
     self.win.vShipEquipment.itemsChanged()
		if self.hullID:
			tech = client.getTechInfo(self.hullID)
			self.win.vHull.text = tech.name # TODO _(tech.name)
		else:
			self.win.vHull.text = _("[Click to select]")
		if self.ctrlID:
			tech = client.getTechInfo(self.ctrlID)
			self.win.vCtrl.text = tech.name # TODO _(tech.name)
		else:
			self.win.vCtrl.text = _("[Click to select]")
		# equipments
		items = []
		selected = None
		for eqID in self.eqIDs:
			tech = client.getTechInfo(eqID)
			short = sequip.getShortDescr(eqID)
			long = sequip.getLongDescr(eqID)
			item = ui.Item(tech.name, techID = eqID, tNumber = self.eqIDs[eqID],
				tData = short, tooltip = long, statustip = long)
			if eqID == self.selectedEqID:
				selected = item
			items.append(item)
		self.win.vEquipment.items = items
		self.win.vEquipment.itemsChanged()
		self.win.vEquipment.selectItem(selected)
		# display computed attrs
		if result:
			hull = client.getTechInfo(result.hullID)
			self.win.vAClass.text = _(gdata.shipClasses[result.combatClass])
			self.win.vASignature.text = _("%d") % result.signature
			self.win.vASpeed.text = _("%.2f") % result.speed
Esempio n. 4
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 def _detailEquipmentLists(self):
     # design info
     if self.hullID:
         tech = client.getTechInfo(self.hullID)
         self.win.vHull.text = tech.name  # TODO _(tech.name)
     elif self.editMode:
         self.win.vHull.text = _("[Click to select]")
     else:
         self.win.vHull.text = ""
     if self.ctrlID:
         tech = client.getTechInfo(self.ctrlID)
         self.win.vCtrl.text = tech.name  # TODO _(tech.name)
     elif self.editMode:
         self.win.vCtrl.text = _("[Click to select]")
     else:
         self.win.vCtrl.text = ""
     # equipments
     engines = []
     weapons = []
     equipment = []
     selected = None
     selected_type = None
     for eqID in self.eqIDs:
         tech = client.getTechInfo(eqID)
         short = sequip.getShortDescr(eqID)
         _long = sequip.getLongDescr(eqID)
         # cache has been introduced to let items preserve highlight information
         if eqID in self.itemCache:
             item = self.itemCache[eqID]
             item.tNumber = self.eqIDs[eqID]
         else:
             item = ui.Item(tech.name,
                            techID=eqID,
                            tNumber=self.eqIDs[eqID],
                            tData=short,
                            tooltipTitle=_("Details"),
                            tooltip=_long,
                            statustip=_long)
             self.itemCache[eqID] = item
         if eqID == self.selectedEqID:
             selected = item
             selected_type = tech.subtype
         if tech.subtype == "seq_eng":
             engines.append(item)
         elif tech.subtype == "seq_wpn":
             weapons.append(item)
         elif tech.subtype in ["seq_mod", "seq_struct"]:
             equipment.append(item)
     self.win.vEngines.items = engines
     self.win.vEngines.itemsChanged()
     if selected_type == "seq_eng":
         self.win.vEngines.selectItem(selected)
     else:
         self.win.vEngines.selectItem(None)
     self.win.vWeapons.items = weapons
     self.win.vWeapons.itemsChanged()
     if selected_type == "seq_wpn":
         self.win.vWeapons.selectItem(selected)
     else:
         self.win.vWeapons.selectItem(None)
     self.win.vEquipment.items = equipment
     self.win.vEquipment.itemsChanged()
     if selected_type == "seq_mod":
         self.win.vEquipment.selectItem(selected)
     else:
         self.win.vEquipment.selectItem(None)
Esempio n. 5
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 def _detailEquipmentLists(self):
     # design info
     if self.hullID:
         tech = client.getTechInfo(self.hullID)
         self.win.vHull.text = tech.name # TODO _(tech.name)
     elif self.editMode:
         self.win.vHull.text = _("[Click to select]")
     else:
         self.win.vHull.text = ""
     if self.ctrlID:
         tech = client.getTechInfo(self.ctrlID)
         self.win.vCtrl.text = tech.name # TODO _(tech.name)
     elif self.editMode:
         self.win.vCtrl.text = _("[Click to select]")
     else:
         self.win.vCtrl.text = ""
     # equipments
     engines = []
     weapons = []
     equipment = []
     selected = None
     selected_type = None
     for eqID in self.eqIDs:
         tech = client.getTechInfo(eqID)
         short = sequip.getShortDescr(eqID)
         long = sequip.getLongDescr(eqID)
         # cache has been introduced to let items preserve highlight information
         if eqID in self.itemCache:
             item = self.itemCache[eqID]
             item.tNumber = self.eqIDs[eqID]
         else:
             item = ui.Item(tech.name, techID = eqID, tNumber = self.eqIDs[eqID],
                 tData = short, tooltipTitle = _("Details"), tooltip = long, statustip = long)
             self.itemCache[eqID] = item
         if eqID == self.selectedEqID:
             selected = item
             selected_type = tech.subtype
         if tech.subtype == "seq_eng":
             engines.append(item)
         elif tech.subtype == "seq_wpn":
             weapons.append(item)
         elif tech.subtype in ["seq_mod", "seq_struct"]:
             equipment.append(item)
     self.win.vEngines.items = engines
     self.win.vEngines.itemsChanged()
     if selected_type == "seq_eng":
         self.win.vEngines.selectItem(selected)
     else:
         self.win.vEngines.selectItem(None)
     self.win.vWeapons.items = weapons
     self.win.vWeapons.itemsChanged()
     if selected_type == "seq_wpn":
         self.win.vWeapons.selectItem(selected)
     else:
         self.win.vWeapons.selectItem(None)
     self.win.vEquipment.items = equipment
     self.win.vEquipment.itemsChanged()
     if selected_type == "seq_mod":
         self.win.vEquipment.selectItem(selected)
     else:
         self.win.vEquipment.selectItem(None)