コード例 #1
0
def createAlerts():
    alert1 = alert.Alert()
    alert2 = alert.Alert()
    alert3 = alert.Alert()
    alert1.setGps(0, 32.250327, -110.935402, 0)
    alert2.setGps(1, 32.232162, -110.951885, 45)
    alert3.setGps(2, 32.226696, -110.960383, 90)
    return [alert1, alert2, alert3]
コード例 #2
0
ファイル: alert_test.py プロジェクト: jpan1997/PriceAlerts
def test_alert():
    alert1 = alert.Alert("SPY", alert.AlertType.MOVES_BELOW, 300)
    assert alert1.__repr__() == "(SPY, AlertType.MOVES_BELOW, 300)"

    alert2 = alert.Alert("SPY", alert.AlertType.MOVES_ABOVE, 300)
    assert alert2.__repr__() == "(SPY, AlertType.MOVES_ABOVE, 300)"

    alert3 = alert.Alert("SPY", alert.AlertType.MOVES_BELOW, 300)

    assert not alert1 == alert2
    assert alert1 == alert3
コード例 #3
0
ファイル: alert_test.py プロジェクト: jpan1997/PriceAlerts
def test_alert_manager():
    am = alert.AlertManager()

    # Init state
    assert am.prices == {}
    assert am.alerts == {}

    # Add alert1
    alert1 = alert.Alert("SPY", alert.AlertType.MOVES_BELOW, 300)
    am.add_alert(alert1)
    assert am.prices == {}
    assert am.alerts == {"SPY": [alert1]}
    assert am.get_stock_list() == ["SPY"]

    # Add alert2
    alert2 = alert.Alert("SPY", alert.AlertType.MOVES_ABOVE, 300)
    am.add_alert(alert2)
    assert am.prices == {}
    assert am.alerts == {"SPY": [alert1, alert2]}

    # No price update yet
    assert not am.check_alert(alert1)
    assert am.check_all_alerts() == []

    # Update price, trigger alert2
    am.update_price("SPY", 301)
    assert am.prices == {"SPY": 301}
    assert not am.check_alert(alert1)
    assert am.check_alert(alert2)
    assert am.check_all_alerts() == [alert2]
    assert am.alert_msg(alert2) == "SPY moved above $300, price: $301"

    # Remove alert2
    am.remove_alert(alert2)
    assert am.prices == {"SPY": 301}
    assert am.alerts == {"SPY": [alert1]}
    assert am.get_stock_list() == ["SPY"]

    # Update price, trigger alert1
    am.update_price("SPY", 299)
    assert am.prices == {"SPY": 299}
    assert am.check_alert(alert1)
    assert am.check_all_alerts() == [alert1]
    assert am.alert_msg(alert1) == "SPY moved below $300, price: $299"

    # Remove alert1
    am.remove_alert(alert1)
    assert am.prices == {}
    assert am.alerts == {}
    assert am.get_stock_list() == []
コード例 #4
0
ファイル: main.py プロジェクト: aks033/network_sniffer
def main():
    ''' main function to run the application'''

    avg_hits = config.initial_anticipated_avg  #static value of avg hits
    traffic_queue = []  # keeps a tuple of (time of packet, url)
    url_counter = Counter()  # keeps a count of url section

    # instances of classes - packet sniffer, alert and display
    packet_sniffer = sniffer.Sniffer(config.dev, url_counter, traffic_queue)
    alerts = alert.Alert(packet_sniffer, avg_hits)
    app_display = display.Display(packet_sniffer, alerts)

    try:
        #log configuration
        path = os.path.dirname(os.getcwd())
        logging.basicConfig(filename=path + config.log_file,
                            level=logging.INFO)
    except IOError as e:
        print str(e)

    try:
        #start all threads
        packet_sniffer.start()
        app_display.start()
        alerts.start()

        signal.pause()

    except KeyboardInterrupt:
        os._exit(1)
コード例 #5
0
 def alert(self,
           status,
           subject,
           check=None,
           description=None,
           cluster=None,
           timestamp=None,
           primary_attr='host',
           secondary_attr='check',
           **kwargs):
     """
     Return a new Alert object associated with this client.
     
     Refer to bigpanda.Alert for more help.
     """
     return alert.Alert(status,
                        subject,
                        check,
                        description,
                        cluster,
                        timestamp,
                        primary_attr,
                        secondary_attr,
                        client=self,
                        **kwargs)
コード例 #6
0
 def check_special_chars(self, string):
     if not re.match(r'^\w+$', string):
         alert = al.Alert(
             self.parent.parent, "BOTTLE_NAME_ERROR: " +
             self._('Bottle name can not contain special characters'), 600,
             90)
         response = alert.run()
         if response == Gtk.ResponseType.OK:
             alert.destroy()
         return False
     else:
         return True
コード例 #7
0
 def switch_to_alert(self):
     """Return an Alert object to interact with a modal dialog."""
     alert_ = alert.Alert(self)
     alert_.get_text()
     return alert_
コード例 #8
0
 def remove_alert(sid, data):
     print('remove_alert', data)
     alert_manager.remove_alert(
         alert.Alert(data['ticker'], alert.AlertType(data['alert_type']),
                     float(data['target'])))
コード例 #9
0
    def game_logic(self, keys, newkeys, mouse_pos, newclicks):
        # collect actions for alerts
        alerts_actions = []
        for a in self.alerts:
            alert_actions = a.game_logic(keys, newkeys, mouse_pos, newclicks)
            for action in alert_actions:
                if action is not None:
                    alerts_actions.append(action)
        for action in alerts_actions:
            # if the alert expired, remove it
            if action[0] == ALERT_EXP_MESSAGE:
                self.alerts.remove(action[1])

        # only collect actions from the menu if needed
        if self.state == TD_MENU:
            # collect actions for main menu
            actions = []
            mm_actions = self.mm.game_logic(keys, newkeys, mouse_pos,
                                            newclicks)
            for action in mm_actions:
                if action is not None:
                    actions.append(action)
            # handle actions #
            for action in actions:
                if action[0] == BUTTON_PLAY_MSG:
                    self.state = TD_LEVEL_SELECT
                elif action[0] == BUTTON_HELP_MSG:
                    self.load_level(TUTORIAL_PATH)
                    self.state = TD_TUTORIAL
                    self.tut_progress = -1
                    # create and place some creeps
                    x, y = self.world.get_waypoints()[0]
                    c = self.creep_types[0]((0, 0))
                    for j in range(5):
                        y += c.get_height() + CREEP_GAP
                        c.set_position((x, y))
                        self.creeps.add(c)
                        c = self.creep_types[0]((0, 0))
                    self.display_item(c)
                    return
                elif action[0] == BUTTON_QUIT_MSG:
                    self.quit = True
                    return

        # only collect actions from the level select
        # if needed
        elif self.state == TD_LEVEL_SELECT:
            # collect actions for main menu
            actions = []
            mm_actions = self.mm.game_logic(keys, newkeys, mouse_pos,
                                            newclicks)
            for action in mm_actions:
                if action is not None:
                    actions.append(action)
            # collect actions for level select
            ls_actions = self.ls.game_logic(keys, newkeys, mouse_pos,
                                            newclicks)
            for action in ls_actions:
                if action is not None:
                    actions.append(action)

            # handle actions #
            for action in actions:
                # load the level according to which button was pressed
                if action[0] == BUTTON_PLAY_MSG:
                    if len(self.ls_buttons) > 0:
                        self.load_level(self.ls_buttons[0][0])
                    else:
                        return
                elif action[0] == BUTTON_QUIT_MSG:
                    self.state = TD_MENU
                    return
                elif action[0] == BUTTON_LEVEL_MSG:
                    self.load_level(action[1])
        elif self.state == TD_TUTORIAL:
            temp = self.tut_progress
            # first time
            if self.tut_progress == -1:
                self.tut_progress = 0
            if MOUSE_LEFT in newclicks:
                self.tut_progress += 1
            elif MOUSE_RIGHT in newclicks:
                self.tut_progress -= 1
                if self.tut_progress < 0:
                    self.tut_progress = 0
            if self.tut_progress != temp:
                self.alerts.clear()
                if self.tut_progress >= len(TUTORIAL_ALERTS):
                    self.state = TD_MENU
                    return
                a = TUTORIAL_ALERTS[self.tut_progress]
                self.alerts.add(alert.Alert(a[0], a[1], a[2], a[3]))

        # end the game upon failure or success
        elif self.state == TD_FAILURE or self.state == TD_SUCCESS:
            if MOUSE_LEFT in newclicks:
                self.empty_data()

        # report success if all waves were cleared
        elif self.state == TD_CLEAR and not self.can_start_wave():
            self.state = TD_SUCCESS
            self.alerts.add(
                alert.Alert(ALERT_SUCCESS_POS, ALERT_SUCCESS_WIDTH,
                            ALERT_SUCCESS_HEIGHT, ALERT_SUCCESS_MESSAGE))

        # continue the game
        else:
            # report failure when all lives are lost
            if self.lives <= 0:
                self.state = TD_FAILURE
                self.alerts.add(
                    alert.Alert(ALERT_FAILURE_POS, ALERT_FAILURE_WIDTH,
                                ALERT_FAILURE_HEIGHT, ALERT_FAILURE_MESSAGE))
            # if we finished the wave
            # change the state
            if self.state == TD_PLAYING and len(self.creeps) == 0:
                self.waves_comp += 1
                message = ALERT_WAVE_CLEARED_MESSAGE % (self.waves_comp)
                self.alerts.add(
                    alert.Alert(ALERT_WAVE_CLEARED_POS,
                                ALERT_WAVE_CLEARED_WIDTH,
                                ALERT_WAVE_CLEARED_HEIGHT, message, True,
                                ALERT_WAVE_CLEARED_DURATION))
                self.state = TD_CLEAR

            # if we are displaying an object
            # update the display
            if self.selected is not None:
                self.display_item(self.selected)

            if MOUSE_LEFT in newclicks:  # left mouse click
                # if we clicked on an empty cell
                # stop showing the previously
                # selected tower's range
                cell_num = self.world.get_cell_at(mouse_pos)
                if self.sub_state == TD_SHOW:
                    if self.world.has_cell(
                            cell_num) and not self.world.is_occupied(cell_num):
                        if self.selected is not None and self.selected.get_kind(
                        ) == KIND_TOWER:
                            self.selected.deactivate()
                        self.selected = None
                        self.sub_state = TD_IDLE
                        self.display.deactivate()

            # stops a tower placement
            elif MOUSE_RIGHT in newclicks:
                if self.sub_state == TD_FOLLOW:
                    self.purchaser_object.deactivate()
                    self.purchaser_object = None
                    self.selected = None
                    self.sub_state = TD_IDLE
                    pygame.mouse.set_visible(True)
                    self.display.deactivate()

            # handles life losing
            for creep in self.creeps:
                if not creep.has_destination():
                    self.lives -= 1
                    if self.lives <= 0:
                        self.lives = 0
                    creep.health = 0
                    creep.set_mod(0.0)
                    message = ALERT_LIFE_LOST_MESSAGE % (self.lives)
                    self.alerts.add(
                        alert.Alert(self.alert_life_lost_pos,
                                    ALERT_LIFE_LOST_WIDTH,
                                    ALERT_LIFE_LOST_HEIGHT, message, True,
                                    ALERT_LIFE_LOST_DURATION))

            # if we are placing a tower
            # snap its location to the
            # cells of the world
            if self.sub_state == TD_FOLLOW:
                self.purchaser_object.set_position(
                    self.calc_snap_loc(mouse_pos))

            # collect actions for tower menu
            actions = []
            # separate list for placing items
            actions_placing = []
            menu_actions = self.menu.game_logic(keys, newkeys, mouse_pos,
                                                newclicks)
            for action in menu_actions:
                if action is not None:
                    if action[0] == P_PLACE:
                        actions_placing.append(action)
                    else:
                        actions.append(action)

            # collect actions for trap menu
            trap_menu_actions = self.trap_menu.game_logic(
                keys, newkeys, mouse_pos, newclicks)
            for action in trap_menu_actions:
                if action is not None:
                    if action[0] == P_PLACE:
                        actions_placing.append(action)
                    else:
                        actions.append(action)

            b_menu_actions = self.b_menu.game_logic(keys, newkeys, mouse_pos,
                                                    newclicks)
            for action in b_menu_actions:
                if action is not None:
                    actions.append(action)

            # collect actions for towers
            for tower in self.towers:
                tower_actions = tower.game_logic(keys, newkeys, mouse_pos,
                                                 newclicks, self.creeps)
                for action in tower_actions:
                    if action is not None:
                        actions.append(action)

            # collect actions for creeps
            for creep in self.creeps:
                creep_actions = creep.game_logic(keys, newkeys, mouse_pos,
                                                 newclicks)
                for action in creep_actions:
                    if action is not None:
                        actions.append(action)

            # collect actions for traps
            for trap in self.traps:
                trap_actions = trap.game_logic(keys, newkeys, mouse_pos,
                                               newclicks, self.creeps)
                for action in trap_actions:
                    if action is not None:
                        actions.append(action)

            # when not placing a tower, the cursor is visible
            if self.sub_state != TD_FOLLOW:
                pygame.mouse.set_visible(True)

            # handle actions
            for action in actions_placing:
                if self.purchaser_object is None:
                    break
                placed = False
                # placing a tower
                if self.purchaser_object.kind == KIND_TOWER:
                    # verify ability to place tower
                    f_pos = self.calc_snap_loc(mouse_pos)
                    f_dims = self.purchaser_object.get_dims()
                    cell_num = self.world.get_cell_at(f_pos)
                    if self.world.has_cell(cell_num):
                        if self.purchaser_object.get_cost() <= self.money:
                            if self.world.can_build_tower(f_pos, f_dims):
                                self.world.occupy_area(f_pos, f_dims)
                                self.purchaser_object.activate()
                                self.towers.append(self.purchaser_object)
                                self.money -= self.purchaser_object.get_cost()
                                self.selected = self.purchaser_object
                                self.sub_state = TD_SHOW  # show new tower
                                self.display_item(self.selected)
                                placed = True

                # placing a trap
                elif self.purchaser_object.kind == KIND_TRAP:
                    # verify ability to place tower
                    f_pos = self.calc_snap_loc(mouse_pos)
                    f_dims = self.purchaser_object.get_dims()
                    cell_num = self.world.get_cell_at(f_pos)
                    if self.world.has_cell(cell_num):
                        if self.purchaser_object.get_cost() <= self.money:
                            if self.world.can_build_trap(f_pos, f_dims):
                                self.world.occupy_area(f_pos, f_dims)
                                self.purchaser_object.activate()
                                self.traps.append(self.purchaser_object)
                                self.money -= self.purchaser_object.get_cost()
                                self.selected = self.purchaser_object
                                self.sub_state = TD_SHOW  # show new trap
                                self.display_item(self.selected)
                                placed = True

                if not placed:
                    self.sub_state = TD_IDLE
                    self.display.deactivate()

                # handles placing the same type of tower
                # multiple times when pressing certain
                # buttons
                dupe = False
                for btn in DUPLICATE_BUTTONS:
                    if btn in keys:
                        dupe = True
                        break
                if not dupe:
                    self.purchaser_object = None
                    pygame.mouse.set_visible(True)
                else:
                    if self.selected is not None and self.selected.get_kind(
                    ) == KIND_TOWER:
                        self.selected.deactivate()

                    # creates another, identical purchaser
                    # of the last placed tower
                    self.display.deactivate()
                    self.selected = None
                    self.sub_state = TD_FOLLOW
                    self.purchaser_object = action[1][1]
                    self.purchaser_object.activate()
                    self.purchaser.toggle_status()
                    pygame.mouse.set_visible(False)
                    self.display_item(self.purchaser_object)

            for action in actions:
                if action[0] == P_FOLLOW:
                    # if we clicked on a menu item
                    # to start placing a tower
                    # keep track of that tower
                    if self.sub_state == TD_SHOW:
                        if self.selected is not None and self.selected.get_kind(
                        ) == KIND_TOWER:
                            self.selected.deactivate()
                        self.display.deactivate()
                        self.selected = None
                    self.sub_state = TD_FOLLOW
                    self.purchaser = action[1][0]
                    self.purchaser_object = action[1][1]
                    self.purchaser_object.activate()
                    pygame.mouse.set_visible(False)
                    self.display_item(self.purchaser_object)

                # shows prices of each object in the
                # purchaser menu
                elif action[0] == P_HOVER:
                    alert_w, alert_h = ALERT_P_HOVER_WIDTH, ALERT_P_HOVER_HEIGHT
                    # grab the purchaser's position relative
                    # to the menu
                    x, y = action[1].get_position()
                    # grab the menu's position
                    if action[1].kind == KIND_TRAP:
                        mx, my = self.trap_menu.get_position()
                    else:
                        mx, my = self.menu.get_position()
                    # use the menu and purchaser positions
                    # to properly place the alert
                    w, h = action[1].get_dims()
                    x += mx - .5 * ALERT_P_HOVER_WIDTH + .5 * w
                    y = my - ALERT_P_HOVER_HEIGHT
                    # if the alert is off of the screen
                    # move it to the edge
                    if x < 0:
                        x = 0
                    if x + alert_w > self.width:
                        x = self.width - alert_w
                    if y < 0:
                        y = 0
                    if y + alert_h > self.height:
                        y = self.height - alert_h
                    # substitute the dollar amount of the tower
                    # into the alert's message
                    message = action[1].get_hover_message()
                    #ALERT_P_HOVER_MESSAGE %(action[1][3])
                    a = alert.Alert((x, y), alert_w, alert_h, message, True,
                                    ALERT_P_HOVER_DURATION)
                    self.alerts.add(a)

                # if we clicked on a tower stop showing the range
                # of the previously selected tower and show this
                # tower's range
                elif action[0] == T_SELECTED:
                    if self.sub_state == TD_FOLLOW:
                        self.purchaser_object = None
                    if self.selected is not None and self.selected.get_kind(
                    ) == KIND_TOWER:
                        self.selected.deactivate()
                    self.selected = None
                    self.selected = action[1]
                    self.selected.activate()
                    self.display_item(self.selected)
                    self.sub_state = TD_SHOW  # show new tower
                    self.display_item(self.selected)

                # if a creep was clicked, display it
                elif action[0] == C_SELECTED:
                    self.selected = action[1]
                    self.sub_state = TD_SHOW
                    self.display_item(self.selected)

                # if a creep died, remove it from the game
                elif action[0] == C_DEAD:
                    if action[1] == self.selected:
                        self.display.deactivate()
                        self.selected = None
                        self.sub_state = TD_IDLE
                    self.money += action[1].get_value()
                    self.creeps.remove(action[1])

                # start a new wave when the new wave button is clicked
                elif action[0] == BUTTON_NEW_WAVE_MSG:
                    self.begin_wave()

                # upgrade the selected tower, if any, when
                # the upgrade button is clicked
                elif action[0] == BUTTON_UPGRADE_MSG:
                    if self.sub_state == TD_SHOW:
                        if self.selected is not None and self.selected.kind == KIND_TOWER:
                            if self.selected.can_be_upgraded():
                                cost = self.selected.get_upgrade_cost()
                                if self.money >= cost:
                                    self.selected.upgrade()
                                    self.money -= cost
                                    self.display_item(self.selected)

                # sell the selected tower, if any, when
                # the sell button is clicked
                elif action[0] == BUTTON_SELL_MSG:
                    if self.sub_state == TD_SHOW:
                        if self.selected is not None and self.selected.kind != KIND_CREEP:
                            # return the money
                            self.money += self.selected.get_sell_amount()
                            # free the space
                            self.world.free_area(self.selected.get_position(),
                                                 self.selected.get_dims())
                            if self.selected.kind == KIND_TOWER:
                                # delete the tower
                                for i in range(len(self.towers)):
                                    if self.towers[i].get_position(
                                    ) == self.selected.get_position():
                                        self.towers.pop(i)
                                        break

                            elif self.selected.kind == KIND_TRAP:
                                # delete the trap
                                for i in range(len(self.traps)):
                                    if self.traps[i].get_position(
                                    ) == self.selected.get_position():
                                        self.traps.pop(i)
                                        break
                            self.selected = None
                            # change the game mode
                            self.sub_state = TD_IDLE
                            # update display
                            self.display.deactivate()

                # reset the data when the quit button
                # is clicked
                elif action[0] == BUTTON_QUIT_MSG:
                    self.empty_data()

            # update the tower-to-be-placed's range based
            # on whether or not it can be placed currently
            if self.purchaser_object is not None:
                if self.purchaser_object.kind == KIND_TOWER:
                    if not self.world.can_build_tower(
                            self.purchaser_object.get_position(),
                            self.purchaser_object.get_dims()):
                        self.purchaser_object.bad_pos()
                    else:
                        self.purchaser_object.good_pos()
                elif self.purchaser_object.kind == KIND_TRAP:
                    if not self.world.can_build_trap(
                            self.purchaser_object.get_position(),
                            self.purchaser_object.get_dims()):
                        self.purchaser_object.bad_pos()
                    else:
                        self.purchaser_object.good_pos()