def highlight_buildable(self, tiles_to_check=None): """Highlights all buildable tiles. @param tiles_to_check: list of tiles to check for coloring.""" self._build_logic.highlight_buildable(self, tiles_to_check) # also distinguish related buildings (lumberjack for tree) related = frozenset(self.session.db.get_inverse_related_building_ids(self._class.id)) renderer = self.session.view.renderer['InstanceRenderer'] if tiles_to_check is None: buildings_to_select = [ buildings_to_select for\ settlement in self.session.world.settlements if \ settlement.owner.is_local_player for \ bid in related for \ buildings_to_select in settlement.buildings_by_id[bid] ] tiles = SelectableBuildingComponent.select_many(buildings_to_select, renderer) self._related_buildings_selected_tiles = frozenset(tiles) else: buildings_to_select = [ tile.object for tile in tiles_to_check if \ tile.object is not None and tile.object.id in related ] for tile in tiles_to_check: # check if we need to recolor the tiles if tile in self._related_buildings_selected_tiles: SelectableBuildingComponent._add_selected_tile(tile, renderer, remember=False) for building in buildings_to_select: self._related_buildings.add(building)
def highlight_buildable(self, tiles_to_check=None, new_buildings=True): """Highlights all buildable tiles and select buildings that are inversely related in order to show their range. @param tiles_to_check: list of tiles to check for coloring. @param new_buildings: Set to true if you have set tiles_to_check and there are new buildings. An internal structure for optimisation will be amended.""" self._build_logic.highlight_buildable(self, tiles_to_check) # Also distinguish inversely related buildings (lumberjack for tree). # Highlight their range at all times. # (There is another similar highlight, but it only marks building when # the current build preview is in its range) related = self.session.db.get_inverse_related_building_ids(self._class.id) # If the current buildings has related buildings, also show other buildings # of this class. You usually don't want overlapping ranges of e.g. lumberjacks. if ( self._class.id in self.session.db.get_buildings_with_related_buildings() and self._class.id != BUILDINGS.RESIDENTIAL_CLASS ): # TODO: generalize settler class exclusion, e.g. when refactoring it into components related = related + [self._class.id] # don't += on retrieved data from db related = frozenset(related) renderer = self.session.view.renderer["InstanceRenderer"] if tiles_to_check is None or new_buildings: # first run, check all buildings_to_select = [ buildings_to_select for settlement in self.session.world.settlements if settlement.owner.is_local_player for bid in related for buildings_to_select in settlement.buildings_by_id[bid] ] tiles = SelectableBuildingComponent.select_many(buildings_to_select, renderer) self._related_buildings_selected_tiles = frozenset(tiles) else: # we don't need to check all # duplicates filtered later buildings_to_select = [ tile.object for tile in tiles_to_check if tile.object is not None and tile.object.id in related ] for tile in tiles_to_check: # check if we need to recolor the tiles if tile in self._related_buildings_selected_tiles: SelectableBuildingComponent._add_selected_tile(tile, renderer, remember=False) for building in buildings_to_select: self._related_buildings.add(building)