def update_item(self, item, save): if save is None: item.name_display.text = "" item.time_display.text = "" item.version_display.text = "" item.difficulty_display.text = "" else: item.name_display.text = save.name if save.version is None: item.version_display.text = _("UNKNOWN") item.version_display.color = "save_invalid" else: item.version_display.text = save.version item.version_display.color = "save_valid" if save.headers is None: item.time_display.text = "" item.difficulty_display.text = "" else: try: tm = float(save.headers["time"]) # Do not use unicode strings to fix python2 strftime bug. It doesn't work and crash. tm_f = time.strftime("%c", time.localtime(tm)) # Fix python2 strftime bug: See https://bugs.python.org/issue5398 # Yes, python2 kinda suck with unicode. try: tm_str = unicode(tm_f) except UnicodeDecodeError: tm_str = tm_f.decode("utf-8") except (KeyError, ValueError): tm_str = "" try: gtm_raw_sec = int(save.headers["game_time"]) if gtm_raw_sec < 0: raise ValueError("Invalid time") gtm_raw_min, gtm_time_sec = divmod(gtm_raw_sec, 60) gtm_raw_hour, gtm_time_min = divmod(gtm_raw_min, 60) gtm_raw_day, gtm_time_hour = divmod(gtm_raw_hour, 24) gtm_time_day = gtm_raw_day gtm_str = _("DAY") + " %04d, %02d:%02d:%02d" % \ (gtm_time_day, gtm_time_hour, gtm_time_min, gtm_time_sec) except (KeyError, ValueError): gtm_str = "" dif = save.headers.get("difficulty", "") dif_obj = difficulty.difficulties.get(dif, None) dif_str = "" if dif_obj is not None: dif_str = g.strip_hotkey(getattr(dif_obj, "name", "")) item.time_display.text = tm_str + " | " + gtm_str if tm_str else gtm_str item.difficulty_display.text = dif_str
def save_game(self): # If no savename was set yet, use current difficulty if not sv.last_savegame_name: sv.last_savegame_name = g.strip_hotkey(g.pl.difficulty.name) self.savename_dialog.default_text = sv.last_savegame_name self.savename_dialog.add_handler(constants.KEYUP, self.check_filename) self.savename_dialog.text_field.has_focus = True name = dialog.call_dialog(self.savename_dialog, self).strip() if name: if sv.savegame_exists(name): yn = dialog.YesNoDialog(self, pos=(-.5,-.5), size=(-.5,-.5), anchor=constants.MID_CENTER, text=_("A savegame with the same name exists.\n" "Are you sure to overwrite the saved game ?")) overwrite = dialog.call_dialog(yn, self) if not overwrite: self.save_game() sv.create_savegame(name) raise constants.ExitDialog(False)
def rebuild(self): # Rebuild dialogs self.location_dialog.needs_rebuild = True self.research_button.dialog.needs_rebuild = True self.knowledge_button.dialog.needs_rebuild = True self.menu_dialog.needs_rebuild = True # Update buttons translations self.report_button.text = _("R&EPORTS") self.knowledge_button.text = _("&KNOWLEDGE") self.log_button.text = _("LO&G") self.menu_button.text = _("&MENU") self.research_button.text = _("&RESEARCH/TASKS") if g.cheater: self.cheat_dialog.needs_rebuild = True super(MapScreen, self).rebuild() self.difficulty_display.text = g.strip_hotkey(g.pl.difficulty.name) self.time_display.text = _("DAY") + " %04d, %02d:%02d:%02d" % \ (g.pl.time_day, g.pl.time_hour, g.pl.time_min, g.pl.time_sec) cash_flow_1d_data, cpu_flow_1d_data = g.pl.compute_future_resource_flow( g.seconds_per_day) cash_flow_1d = cash_flow_1d_data.difference cpu_flow_1d = cpu_flow_1d_data.difference self.cash_display.text = _("CASH")+": %s (%s)" % \ (g.to_money(g.pl.cash), g.to_money(cash_flow_1d, fixed_size=True)) total_cpu = g.pl.available_cpus[0] + g.pl.sleeping_cpus detects_per_day = {group_id: 0 for group_id in g.pl.groups} for base in g.all_bases(): if base.has_grace(): # It cannot be detected, so it doesn't contribute to # detection odds calculation continue detect_chance = base.get_detect_chance() for group_id in g.pl.groups: detects_per_day[group_id] = \ chance.add(detects_per_day[group_id], detect_chance[group_id] / 10000.) self.cpu_display.color = "cpu_normal" self.cpu_display.text = _("CPU")+": %s (%s)" % \ (g.to_money(total_cpu), g.to_money(cpu_flow_1d)) # What we display in the suspicion section depends on whether # Advanced Socioanalytics has been researched. If it has, we # show the standard percentages. If not, we display a short # string that gives a range of 25% as to what the suspicions # are. # A similar system applies to the danger levels shown. normal = (self.suspicion_bar.color, None, False) self.suspicion_bar.chunks = (" [" + _("SUSPICION") + "]", ) self.suspicion_bar.styles = (normal, ) self.danger_bar.chunks = ("[" + _("DETECT RATE") + "]", ) self.danger_bar.styles = (normal, ) for group in g.pl.groups.values(): suspicion = group.suspicion suspicion_color = gg.resolve_color_alias( "danger_level_%d" % g.suspicion_to_danger_level(suspicion)) detects = detects_per_day[group.spec.id] danger_level = group.detects_per_day_to_danger_level(detects) detects_color = gg.resolve_color_alias("danger_level_%d" % danger_level) if g.pl.display_discover == "full": suspicion_display = g.to_percent(suspicion, True) danger_display = g.to_percent(detects * 10000, True) elif g.pl.display_discover == "partial": suspicion_display = g.to_percent( g.nearest_percent(suspicion, 500), True) danger_display = g.to_percent( g.nearest_percent(detects * 10000, 100), True) else: suspicion_display = g.suspicion_to_detect_str(suspicion) danger_display = g.danger_level_to_detect_str(danger_level) self.suspicion_bar.chunks += (" " + group.name + u":\xA0", suspicion_display) self.suspicion_bar.styles += (normal, (suspicion_color, None, False)) self.danger_bar.chunks += (" " + group.name + u":\xA0", danger_display) self.danger_bar.styles += (normal, (detects_color, None, False)) self.suspicion_bar.visible = not g.pl.had_grace self.danger_bar.visible = not g.pl.had_grace for id, location_button in self.location_buttons.items(): location = g.pl.locations[id] location_button.text = "%s (%d)" % (location.name, len(location.bases)) location_button.hotkey = location.hotkey location_button.visible = location.available()
def rebuild(self): # Rebuild dialogs self.location_dialog.needs_rebuild = True self.research_button.dialog.needs_rebuild = True self.knowledge_button.dialog.needs_rebuild = True self.menu_dialog.needs_rebuild = True if g.cheater: self.cheat_dialog.needs_rebuild = True super(MapScreen, self).rebuild() self.difficulty_display.text = g.strip_hotkey(g.pl.difficulty.name) self.time_display.text = _("DAY") + " %04d, %02d:%02d:%02d" % \ (g.pl.time_day, g.pl.time_hour, g.pl.time_min, g.pl.time_sec) cash_flow_1d_data, cpu_flow_1d_data = g.pl.compute_future_resource_flow( g.seconds_per_day) cash_flow_1d = cash_flow_1d_data.difference cpu_flow_1d = cpu_flow_1d_data.difference self.cash_display.text = _("CASH")+": %s (%s)" % \ (g.to_money(g.pl.cash), g.to_money(cash_flow_1d, fixed_size=True)) total_cpu = g.pl.available_cpus[0] + g.pl.sleeping_cpus detects_per_day = {group_id: 0 for group_id in g.pl.groups} total_bases = 0 active_bases = 0 idle_bases_unable_to_sustain_singularity = 0 for base in g.all_bases(): total_bases += 1 maintains_singularity = base.maintains_singularity if maintains_singularity: active_bases += 1 elif base.done and not base.is_building(): idle_bases_unable_to_sustain_singularity += 1 if base.has_grace(): # It cannot be detected, so it doesn't contribute to # detection odds calculation continue detect_chance = base.get_detect_chance() for group_id in g.pl.groups: detects_per_day[group_id] = \ chance.add(detects_per_day[group_id], detect_chance[group_id] / 10000.) self.cpu_display.color = "cpu_normal" self.cpu_display.text = _("CPU")+": %s (%s)" % \ (g.to_money(total_cpu), g.to_money(cpu_flow_1d)) if active_bases == 1 and not g.pl.apotheosis: self.base_display.color = 'base_situation_one_active_base' elif idle_bases_unable_to_sustain_singularity > 0: self.base_display.color = 'base_situation_idle_incomplete_bases' elif total_bases > 10 and not g.pl.apotheosis: self.base_display.color = 'base_situation_many_bases' else: self.base_display.color = 'base_situation_normal' self.base_display.text = _("BASES") + ": %s / %s (%s)" % ( active_bases, total_bases, idle_bases_unable_to_sustain_singularity) # What we display in the suspicion section depends on whether # Advanced Socioanalytics has been researched. If it has, we # show the standard percentages. If not, we display a short # string that gives a range of 25% as to what the suspicions # are. # A similar system applies to the danger levels shown. normal = (self.suspicion_bar.color, None, False) suspicion_bar_chunks = [" [" + _("SUSPICION") + "]"] suspicion_bar_styles = [normal] danger_bar_chunks = ["[" + _("DETECT RATE") + "]"] danger_bar_styles = [normal] for group in g.pl.groups.values(): suspicion = group.suspicion suspicion_color = gg.resolve_color_alias( "danger_level_%d" % g.suspicion_to_danger_level(suspicion)) detects = detects_per_day[group.spec.id] danger_level = group.detects_per_day_to_danger_level(detects) detects_color = gg.resolve_color_alias("danger_level_%d" % danger_level) if g.pl.display_discover == "full": suspicion_display = g.to_percent(suspicion, True) danger_display = g.to_percent(detects * 10000, True) elif g.pl.display_discover == "partial": suspicion_display = g.to_percent( g.nearest_percent(suspicion, 500), True) danger_display = g.to_percent( g.nearest_percent(detects * 10000, 100), True) else: suspicion_display = g.suspicion_to_detect_str(suspicion) danger_display = g.danger_level_to_detect_str(danger_level) suspicion_bar_chunks.extend( (" " + group.name + u":\xA0", suspicion_display)) suspicion_bar_styles.extend( (normal, (suspicion_color, None, False))) danger_bar_chunks.extend( (" " + group.name + u":\xA0", danger_display)) danger_bar_styles.extend((normal, (detects_color, None, False))) self.suspicion_bar.visible = not g.pl.had_grace self.suspicion_bar.chunks = tuple(suspicion_bar_chunks) self.suspicion_bar.styles = tuple(suspicion_bar_styles) self.danger_bar.visible = not g.pl.had_grace self.danger_bar.chunks = tuple(danger_bar_chunks) self.danger_bar.styles = tuple(danger_bar_styles) for id, location_button in self.location_buttons.items(): location = g.pl.locations[id] location_button.text = "%s (%d)" % (location.name, len(location.bases)) location_button.hotkey = location.hotkey location_button.visible = location.available()