Exemplo n.º 1
0
 def __init__(self, idAli, cb):
     DIALOG.__init__(self)
     tab = TABLE()
     self <= tab
     self.callback = cb
     #self.inText = INPUT(Class="form-control")
     #self.inText.bind('keyup',self.entrou)
     #tab<=TR(TD('Peso (g):')+TD(self.inText))
     self.sel = SELECT(Class='form-control',
                       size=8)  # style={'max_width':'90px'})
     ##self.sel.bind('input',self.selected)
     #tab<=TH("Escolha medida", colspan=2)
     self.inMedQty = INPUT(Class="form-control", size=4)
     tab <= TR(TD('Medida caseira, quantidade') + TD(self.inMedQty))
     tab <= TR(TD(self.sel, colspan=2))
     add = SPAN(Class='glyphicon glyphicon-ok-circle')
     add.bind('click', self.added)
     can = SPAN(Class='glyphicon glyphicon-remove-circle')
     can.bind('click', self.cancelled)
     tab <= TR(
         TD(can, style={
             'text-align': 'right',
             'padding': '6pw'
         }) + TD(add, style={
             'text-align': 'center',
             'padding': '6pw'
         }))
     req = ajax.ajax()
     req.bind('complete', self.complete)
     req.open('POST', '/nutsvc', True)
     req.set_header('content-type', 'application/x-www-form-urlencoded')
     d = {'op': 'MEDIDAS', 'q': idAli}
     req.send(d)
Exemplo n.º 2
0
def init_show_hide():
	# initialize options
	element = set()
	weapon = set()
	for char in characters:
		if char == 'traveler':
			continue
		element.add(characters[char]['element'])
		weapon.add(characters[char]['weapon'])
	# selected
	cst = SELECT(Id=f"selected", Class=f"save onehundred")
	for s in ['any', 'checked', 'unchecked']:
		cst <= OPTION(s.capitalize(), value=s)
	# element
	est = SELECT(Id=f"element", Class=f"save onehundred")
	for s in ['any'] + sorted(element):
		est <= OPTION(s.capitalize(), value=s)
	# weapon
	wst = SELECT(Id=f"weapon", Class=f"save onehundred")
	for s in ['any'] + sorted(weapon):
		wst <= OPTION(s.capitalize(), value=s)

	t = TABLE(TR(TH() + TH('Option')))
	t <= TR(TD('Character', Class="right_text") + TD(cst))
	t <= TR(TD('Element', Class="right_text") + TD(est))
	t <= TR(TD('Weapon', Class="right_text") + TD(wst))
	t <= TR(TD('Character Search', Class="right_text") + TD(INPUT(Type='text', Id="keywords") + BUTTON('x', Id='clear_keywords')))

	doc['show_hide'] <= t + P("Note that all selections have to be true for a character to be visible.  Additionally the keyword search overrides all other filter settings so clear it to use them.")
Exemplo n.º 3
0
 def create_index(self):
     dtop.clear()
     doutput.clear()
     #
     document.title = f'{self.release}'
     dtop <= SPAN(f'{self.release}')
     #
     dindex.style.display = ''
     if dindex.html:
         return
     table = TABLE(Class='toctable')
     for i, row in enumerate(self.toc):
         flag, level, sid, width, sname = row
         tr = TR()
         tr <= TD(flag, Class='flag')
         tr <= TD(level)
         span = SPAN(sid)
         span.style.width = f"{width}ch"
         span.style.display = 'inline-block'
         if self.get_section(sid).aoa:
             td = TD(span + A(sname, href=f'#{sid}'))
         else:
             td = TD(span + sname)
         tr <= td
         set_indent(td, level - 2)
         tr <= TD(i)
         table <= tr
     dindex <= table
     ready.ready_table(table)
Exemplo n.º 4
0
def tableau_dict(colonnes, donnees, entete=True, trier=True, obj='ouvrages'):
    titres = TR()
    if entete:
        for colonne in colonnes:
            if colonne[1]:
                titre = A(colonne[0], href='#')
                titre.bind('click',
                           lambda ev, col=colonne[1]: charger_liste(
                               ev, obj, col, actualiser=False))
            else:
                titre = P(colonne[0])
            titres <= TH(titre.clone())
    if trier:
        donnees = donnees if ASC else reversed(donnees)
    corps = TBODY()
    for element in donnees:
        lgn = TR()
        for colonne in colonnes:
            if 'id' in element:
                lien = '{}:{}'.format(obj, element['id'])
                cel = A(element[colonne[1]], href='#' + lien)
                cel.bind('click', lambda ev, col=lien: charger(ev, col))
            else:
                cel = element[colonne[1]]
            lgn <= TD(cel)
        corps <= lgn
    return TABLE((THEAD(titres), corps))
Exemplo n.º 5
0
 def create_index(self):
     dtop.clear()
     doutput.clear()
     #
     document.title = f'{self.release}'
     dtop <= SPAN(f'{self.release}')
     dtop <= SPAN(A('Search', href=f'#search'))
     dtop <= SPAN(A('ASN1', href=self.asn1html))
     #
     dindex.style.display = ''
     if dindex.html:
         return
     table = TABLE(Class='toctable')
     for i, row in enumerate(self.toc):
         flag, level, name = row
         tr = TR()
         tr <= TD(flag, Class='flag')
         tr <= TD(level)
         if level:
             td = TD(A(name, href=f'#{name}'))
         else:
             td = TD(name)
         tr <= td
         set_indent(td, level)
         tr <= TD(i)
         table <= tr
     dindex <= table
     ready.ready_table(table)
Exemplo n.º 6
0
def init_weight(version):
	t = TABLE()
	th = TR()
	th <= TH("Damage")
	th <= TH("Jewel Mod")
	t <= th
	for m in mjson[version]:
		t <= TR(TD(f'<input type="number" id="{m["name"]}" value="0" data-normal="{m["count"]}" step="0.1" class="dps_val">') + TD(m['desc']))
	doc['Weights'] <= t
Exemplo n.º 7
0
def jogo():
    jogo = TABLE(Class="jogo")
    aux = ""
    for line in range(len(tabuleiro)):
        for coluna in range(len(tabuleiro[line])):
            aux += TD(A(tabuleiro[line][coluna], onclick='celula()'),
                      value=coluna)
        jogo <= TR(aux, value=line)
        aux = ""
    return jogo
Exemplo n.º 8
0
def dump(obj):
    document <= P()

    table = TABLE()
    document <= table

    for x in sorted(dir(obj)):
        tr = TR()
        table <= tr
        tr <= TD(x)
        tr <= TD('???')
Exemplo n.º 9
0
def init_flags():
	data = [('useFrenzyCharges', 'Frenzy'), ('usePowerCharges', 'Power'), ('useEnduranceCharges', 'Endurance')]
	t = make_table(data, 3, 'Charges')
	doc['Flags'] <= STRONG('Charges:') + ' Do you sustain charges?' + t + BR()

	t = TABLE()
	t <= TR(TD(INPUT(type="number", Id="PowerCount", value="0", data_normal="1", style={"width": "3em"}, Class="dps_val")) + TD('Power'))
	t <= TR(TD(INPUT(type="number", Id="FrenzyCount", value="0", data_normal="1", style={"width": "3em"}, Class="dps_val")) + TD('Frenzy'))
	t <= TR(TD(INPUT(type="number", Id="EnduranceCount", value="0", data_normal="1", style={"width": "3em"}, Class="dps_val")) + TD('Endurance'))
	t <= TR(TD(INPUT(type="number", Id="ImpaleStacks", value="0", data_normal="1", style={"width": "3em"}, Class="dps_val")) + TD('Number of Impales on Target'))
	doc['Flags'] <= STRONG('Misc Counts:') + ' The "count" of various things affecting your build.' + t + BR()

	data = ['Attack', 'Spell']
	t = make_table(data, 2, 'Type')
	doc['Flags'] <= STRONG('Type:') + ' Generally select 1 based on your combat style' + t + BR()

	data = ['Mace', 'Bow', 'Wand', 'Claw',
	        'Staff', 'Sword', 'Axe', 'Dagger',
	        'Trap', 'Mine', 'Totem']
	t = make_table(data, 4, 'Class')
	doc['Flags'] <= STRONG('Class:') + ' Select your weilded weapon types. Trap/Mine/Totem if you are using those supports' + t + BR()

	data = ['Elemental', 'Fire', 'Cold', 'Lightning',
	        'Projectile', 'Melee', 'Area', 'Spectre',
	        'Exerted', 'Trigger', 'Vaal']
	t = make_table(data, 4, 'Tags')
	doc['Flags'] <= STRONG('Tags:') + ' Check all the tags that match your primary skill' + t + BR()

	data = ['Shield', ('DualWielding', 'Dual Wielding'), ('TwoHandedWeapon', 'Two Handed Weapon')]
	t = make_table(data, 3, 'Hands')
	doc['Flags'] <= STRONG('Hands:') + ' Choose 1 based on wielded weapons' + t + BR()

	data = [('KilledRecently', 'You Kill'), ('MinionsKilledRecently', 'Minion Kill'), ('NoRecentKill', 'Not Kill'),
	        ('CritRecently', 'Crit'), ('NoRecentCrit', 'Not Crit'), ('UsedMinionSkillRecently', 'Minion Skill'),
	        'Stun', 'Shatter', ('beShocked', 'Be Shocked')]
	t = make_table(data, 3, 'Recently')
	doc['Flags'] <= STRONG('Recently:') + " Tic all the things your build can do 'recently'" + t + BR()

	data = [('EnemyPoisoned', 'Poisoned'), ('EnemyBlinded', 'Blinded'), ('EnemyIgnited', 'Ignited'), ('EnemyBurning', 'Burning'),
	        ('EnemyChilled', 'Chilled'), ('EnemyFrozen', 'Frozen'), ('EnemyShocked', 'Shocked'), ('EnemyMaimed', 'Maimed')]
	t = make_table(data, 4, 'Enemy is')
	doc['Flags'] <= STRONG('Enemy is:') + ' Status effects on your target' + t + BR()

	data = ['Spellslinger', ('SpellslingerDW', 'Spellslinger(DW)'), 'BattleMage',
	        ('Leeching', 'Leeching (Generic)'), ('leechLife', 'Leeching Life'), ('leechMana', 'Leeching Mana'),
	        ('UsingFlask', 'Flasked'), ]
	t = make_table(data, 3, 'You are/have')
	doc['Flags'] <= STRONG('You are/have:') + ' Tic all the things affecting you' + t + P(STRONG('Spellslinger/Battlemage Notes:') + " Only select, at max, one of the Spellslingers and remember Spellslinger only works with wands. Physical damage is not correct as it depends on base item, quality, %ipd. Existing search mods don't allow for a meaningful weight to be generated.") + BR()

	data = [('NearbyRareUnique', 'Nearby Rare or Unique Monster'), ('NearbyEnemy', 'Nearby Enemy (helm mods)'), ('otherringshaper', 'Other Ring is Shaper'), ('otherringelder', 'Other Ring is Elder')]
	t = make_table(data, 1, 'Other Options')
	doc['Flags'] <= STRONG('Other options:') + ' choices that don\'t neatly fit a section' + BR() + t
Exemplo n.º 10
0
 def __init__(self):
     DIV.__init__(self)  #, style={'max-width':'90px'})
     selTable = TABLE()
     self <= selTable
     self.inText = INPUT(Class="form-control")
     self.inText.bind('keyup', self.entrou)
     selTable <= TR(TD(P("Busca: ") + self.inText))  #,name="intext"))
     self.sel = SELECT(size=8,
                       Class='form-control')  # style={'max_width':'90px'})
     self.sel.bind('input', self.selec)
     selTable <= TR(TD(self.sel))
     self.sel.style.display = 'none'
     self.nutTab = MostraNut()
     self <= self.nutTab
Exemplo n.º 11
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def make_table(data, w, section):
	t = TABLE()
	tr = TR()
	for c, d in enumerate(data, 1):
		if isinstance(d, str):
			tr <= TD(LABEL(INPUT(type='checkbox', Id=d, Class='flag_val', data_id=d, data_type=section) + d))
		else:
			tr <= TD(LABEL(INPUT(type='checkbox', Id=d[0], Class='flag_val', data_id=d[1], data_type=section) + d[1]))
		if not c % w:
			t <= tr
			tr = TR()
	if c % w:
		t <= tr
	return t
Exemplo n.º 12
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 def create_tree(self):
     dindex.style.display = 'none'
     dtop.clear()
     doutput.clear()
     aoa = self.get_aoa()
     #
     document.title = f'{get_protocol_name()} {self.anchor}'
     document.title = f'{get_protocol_name()} {self.get_short_title()}'.strip()
     dtop <= SPAN(self.release)
     dtop <= SPAN(A('Index', href='#'))
     dtop <= SPAN(A('Search', href=f'#search'))
     dtop <= SPAN(A('ASN1', href=f'{self.asn1html}#{self.anchor}'))
     #
     b = BUTTON('copy tree')
     b.bind('click', ready.copy_tree)
     dtop <= SPAN(b)
     #
     b = BUTTON('export xlsx')
     b.bind('click', self.export_xlsx)
     dtop <= SPAN(b)
     #
     b = BUTTON('table view')
     b.bind('click', self.change_view)
     dtop <= SPAN(b)
     #
     b = BUTTON('Popup On')
     b.bind('click', ready.button_popup)
     dtop <= SPAN(b)
     b.style.backgroundColor = 'lightgreen'
     #
     t = int((self.get_nrows()/1000) * 2 + 1 )
     t = f'{t}s'
     b = BUTTON(f'expand all ({self.get_nrows()} rows, need {t})')
     b.bind('click', self.click_expand_all)
     dtop <= SPAN(b)
     #
     b = BUTTON('Hidden Prefix')
     b.bind('click', self.click_hidden_prefix)
     dtop <= SPAN(b)
     #
     dtop <= SPAN(f'{self.anchor}')
     #
     table = TABLE(Class='asn1tree', tview='tree')
     self.creat_head_row(table)
     for row in aoa:
         table <= self.create_tree_tr(row)
     doutput <= table
     for tr in table.rows:
         tr.cells[-1].html = tr.rowIndex
     ready.ready_table(table)
Exemplo n.º 13
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def init_main():
	t = doc['Main']
	t.text = ''
	t <= P("This page is updated as you make changes on the Weights and Flags page and only shows non-zero weights and set flags.  Changes to weights here are also reflected on those pages.")
	table = TABLE()
	th = TR()
	th <= TH("Damage")
	th <= TH("Jewel Mod")
	table <= th
	for m in mjson[current_version]:
		if float(doc[m['name']].value):
			table <= TR(TD(f'<input type="number" data-id="{m["name"]}" value="{doc[m["name"]].value}" step="0.1", class="main_weight">') + TD(m['desc']))
	t <= table
	table = TABLE(TR(TH("Flag Group") + TH("Value")))
	flags = {}
	for elt in doc.get(selector='.flag_val'):
		temp = elt
		if temp.checked and temp['data-type'] != 'ignore':
			if temp['data-type'] not in flags:
				flags[temp['data-type']] = []
			flags[temp['data-type']].append(temp['data-id'])
	# Special section for charge counts
	charge_count = []
	for elt in [doc['PowerCount'], doc['FrenzyCount'], doc['EnduranceCount'], doc['ImpaleStacks']]:
		if int(elt.value):
			name = elt['id'][:-5] if elt['id'] != 'ImpaleStacks' else "Number of Impales on Target"
			charge_count.append(f"{name} ({elt.value})")
	if charge_count:
		flags['Misc Counts'] = charge_count
	for f in flags:
		table <= TR(TD(f) + TD(', '.join(flags[f])))
	t <= P("Summary of set flags.  Make changes on Flags page.") + table

	@bind('.main_weight', 'change')
	def update_weight(ev):
		tmp = ev.target
		doc[tmp['data-id']].value = tmp.value
Exemplo n.º 14
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def table_summary(dat):
    from browser.html import TABLE, TR, TH, TD
    from browser import html
    tbl = TABLE()
    row = TR()
    for h in dat[0].split(";"):
        row <= TH(h)
    tbl <= row
    for r in dat[1].split("#"):
        row = TR()
        for f in r.split(";"):
            row <= TD(f)
        tbl <= row
    document['table-container'].clear()
    document['table-container'] <= html.H5("Summary of first 10 accounts")
    document['table-container'] <= tbl
Exemplo n.º 15
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def afficherPlateauTexte(id, plateau):
    document[id].text = ""
    table = TABLE("", id="tableau")
    for i in range(0, tailleTableau):
        row = TR()
        for j in range(0, tailleTableau):

            if plateau[i][j] == -1:
                cell = TD(" ")
            else:
                cell = TD(plateau[i][j])
            cell.bind("click", cellClickEvent)
            row <= cell

        table <= row
    document[id] <= table
Exemplo n.º 16
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def gerarCampoDePossibilidades(tabuleiro):
    document['tabelajogo'].clear()

    tabela = TABLE(Class="jogo")

    for line in range(7):
        aux = ''

        for coluna in range(7):
            if (jogo.acao[0] == line and jogo.acao[1] == coluna):
                aux += TD(A({tabuleiro[line][coluna]}).bind('click', incrlog),
                          Class='acao')

            elif (jogo.acao[0] == line and (jogo.acao[1] - 2) == coluna
                  and jogo.validacao[0]):
                aux += TD(A({tabuleiro[line][coluna]}).bind('click', incrlog),
                          id=0,
                          Class='possibilidade')

            elif (jogo.acao[0] == line and (jogo.acao[1] + 2) == coluna
                  and jogo.validacao[1]):
                aux += TD(A({tabuleiro[line][coluna]}).bind('click', incrlog),
                          id=1,
                          Class='possibilidade')

            elif ((jogo.acao[0] - 2) == line and jogo.acao[1] == coluna
                  and jogo.validacao[2]):
                aux += TD(A({tabuleiro[line][coluna]}).bind('click', incrlog),
                          id=2,
                          Class='possibilidade')

            elif ((jogo.acao[0] + 2) == line and jogo.acao[1] == coluna
                  and jogo.validacao[3]):
                aux += TD(A({tabuleiro[line][coluna]}).bind('click', incrlog),
                          id=3,
                          Class='possibilidade')

            else:
                aux += TD(A({tabuleiro[line][coluna]}))

        tabela <= TR(aux, id=line)
        aux = ""

    return tabela
Exemplo n.º 17
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def tableau(tbl, entete=True, trier=True):
    titres = TR()
    if entete:
        titres <= TH(P(colonne[0]) for colonne in tbl[0])
        tbl = tbl[1]
    if trier:
        tbl = tbl if ASC else reversed(tbl)
    corps = TBODY()
    for ligne in tbl:
        lgn = TR()
        for cellule in ligne:
            if isinstance(cellule, list):
                cel = A(cellule[0], href='#{}'.format(cellule[1]))
                cel.bind('click', lambda ev, col=cellule[1]: charger(ev, col))
            else:
                cel = cellule
            lgn <= TD(cel)
        corps <= lgn
    return TABLE((THEAD(titres), corps))
Exemplo n.º 18
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def create_index_24008():
    document.title = g.release
    document['title'] <= g.release
    document['top'] <= ''

    msg_list = g.msg_list

    table = TABLE(id='indextable')
    document['output'] <= table

    table <= TR(TD(HR(), colspan='2'))
    table <= TR(TD('Messages', colspan='2'))
    for m in msg_list:
        table <= TR(TD(m.id) + TD(A(f'{m.name}', href=f'#{m.name}')))

    table <= TR(TD(HR(), colspan='2'))
    table <= TR(TD('information elements', colspan='2'))
    for ie in g.ie_list:
        table <= TR(TD(ie.id) + TD(A(f'{ie.name}', href=f'#ie{ie.id}')))
Exemplo n.º 19
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def gerarCampoVisao(tabuleiro):
    document['tabelajogo'].clear()

    def hovertrueposition(event):
        event.target.style.background = 'rgba(0, 255, 0, 0.3)'

    def hoverfalseposition(event):
        event.target.style.background = 'rgba(255, 0, 0, 0.3)'

    def hoverleaveposition(event):
        event.target.style.background = ''

    def toast(event):
        new = DIV(event.path[2].id + " / " + event.path[1].id, Class='toast')
        document['desenv'] <= new

        def hidden():
            new.style.display = 'none'

        timer.set_timeout(hidden, 3000)

    jogo = TABLE(Class="jogo")

    for line in range(7):
        aux = ''

        for coluna in range(7):
            if tabuleiro[line][coluna] == '.':
                aux += TD(A({tabuleiro[line][coluna]
                             }).bind('click', incr).bind('click', toast),
                          id=coluna).bind('mouseenter',
                                          hovertrueposition).bind(
                                              'mouseleave', hoverleaveposition)
            else:
                aux += TD(A({tabuleiro[line][coluna]}).bind('click', toast),
                          id=coluna).bind('mouseenter',
                                          hoverfalseposition).bind(
                                              'mouseleave', hoverleaveposition)

        jogo <= TR(aux, id=line)
        aux = ""

    return jogo
Exemplo n.º 20
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def create_index():
    document.title = g.release
    document['title'] <= g.release
    document['top'] <= ''

    msg_list = g.msg_list
    mobility_msg_list = [m for m in msg_list if m.id.startswith('8.2')]
    session_msg_list = [m for m in msg_list if m.id.startswith('8.3')]
    d5_list = [m for m in msg_list if m.id.startswith('D.5')]

    table = TABLE(id='indextable')
    document['output'] <= table

    if g.release.startswith('24301'):
        generation = 'EPS'
    elif g.release.startswith('24501'):
        generation = '5GS'

    mm = '{} mobility management messages'.format(generation)
    sm = '{} session management messages'.format(generation)
    d5 = 'UE policy delivery protocol messages'

    table <= TR(TD(HR(), colspan='2'))
    table <= TR(TD(mm, colspan='2'))
    for m in mobility_msg_list:
        table <= TR(TD(m.id) + TD(A(f'{m.name}', href=f'#{m.name}')))

    table <= TR(TD(HR(), colspan='2'))
    table <= TR(TD(sm, colspan='2'))
    for m in session_msg_list:
        table <= TR(TD(m.id) + TD(A(f'{m.name}', href=f'#{m.name}')))

    if d5_list:
        table <= TR(TD(HR(), colspan='2'))
        table <= TR(TD(d5, colspan='2'))
        for m in d5_list:
            table <= TR(TD(m.id) + TD(A(f'{m.name}', href=f'#{m.name}')))

    table <= TR(TD(HR(), colspan='2'))
    table <= TR(TD('information elements', colspan='2'))
    for ie in g.ie_list:
        table <= TR(TD(ie.id) + TD(A(f'{ie.name}', href=f'#ie{ie.id}')))
def put_the_sorting_hat(tab, student_selected, k):
    neighborhood_tab = pooling(tab, student_selected, k)
    student_house = str(search_house(neighborhood_tab))
    table = TABLE()
    keys = []
    values = [[], [], [], [], []]
    i = 0
    for cle in neighborhood_tab[0].keys():
        keys.append(cle)
    for neighborhood in neighborhood_tab:
        for valeur in neighborhood.values():
            values[i].append(valeur)
        i += 1
    table <= TR(TH(keys[i]) for i in range(len(keys)))
    for liste in values:
        table <= TR(TD(liste[i]) for i in range(len(liste)))
    document['tableau'] <= table
    document[student_house].style.display = 'inline'
    document['maison'].textContent = student_house
    document['partie_2'].style.display = "none"
    document['partie_3'].style.display = 'inline'
def make_table(m_data, w, header=False, item_class=''):
    t = TABLE()
    tr = TR()
    for c, d in enumerate(m_data, 1):
        if isinstance(d, str):
            new_id = f"{item_class + '_' if item_class else ''}{d}"
            for a, b in [(' ', '_'), ('\'', '_'), ('+', '_')]:
                new_id = new_id.replace(a, b)
            tr <= TD(
                LABEL(
                    INPUT(
                        type='checkbox',
                        Id=new_id,
                        Class=f'save {"header" if header else "flag_val"}',
                        data_id=f"{item_class + '_' if item_class else ''}{d}")
                    + d))
        if not c % w:
            t <= tr
            tr = TR()
    if c % w:
        t <= tr
    return t
Exemplo n.º 23
0
def create_table(name):
    global ie_desc_array
    ie_desc_array = []
    #
    m = name_msg_map[name]
    document.title = f'{g.release}: {m.id} {m.name}'
    document['title'] <= document.title
    #
    button = BUTTON('show IE description')
    document['top'] <= button
    button.bind('click', toggle_ie_desc)
    #
    document['top'] <= SPAN(' ')
    document['top'] <= A('Index', href='')
    document['output'] <= PRE(m.id + ' ' + m.name + '\n' + m.definition,
                              Class='definition')
    table = TABLE(id='msgtable')
    document['output'] <= table
    for r, row in enumerate(m.aoa):
        tr = TR(Class=f'r{r}')
        table <= tr
        for c, v in enumerate(row):
            title = ''
            if r == 0 and c in (2, 3, 4, 5):
                title, v = v, ''
            elif c == 2:
                lst = v.replace('\n', ' ').split(' ')
                lst2 = [ie for ieid, ie in id_ie_map.items() if ieid in lst]
                if len(lst2) == 1:
                    ie = lst2[0]
                    title = f'{ie.id} {ie.name}\n{ie.definition}'
                    v = A(f'{ie.id}', href=f'#ie{ie.id}')
                ie_desc_array.append(title)
            elif r != 0 and c == 6:
                if v:
                    v = DIV(v) + DIV('', Class='iedescdiv', needsep='y')
                else:
                    v = DIV('', Class='iedescdiv', needsep='n')
            tr <= TD(v, title=title, Class=f'c{c}')
Exemplo n.º 24
0
 def __init__(self):
     TABLE.__init__(
         self, Class="table table-striped")  #, style={'max-width':'90px'})
     self.style.display = 'none'
Exemplo n.º 25
0
def init_inventory():
	# Create a table of items we might need and store their ids in a lookup table
	# char xp, weapon xp, and mora
	t_own = TABLE(Class='borders center')
	t_own <= TR(TH(strings["item"]) + TH(strings["need"]) + TH(strings["have"]) + TH(strings["missing_"]))
	t_own <= TR(TD(IMG(src=f"img/wep_xp.png", alt=strings['wep_xp'], title=strings['wep_xp'], loading="lazy")) + TD('0', Id='wep_xp-total') + TD(INPUT(Type='number', min='0', step="1", value='0', Id='wep_xp-user', Class='save')) + TD('0', Id='wep_xp-need', Class='good'))
	t_own <= TR(TD(IMG(src=f"img/wep_xp_sub_1.png", alt=strings['wep_xp'], title=strings['wep_xp'], loading="lazy")) + TD() + TD(INPUT(Type='number', min='0', step="1", value='0', Id='wep_xp_sub_1-user', Class='save')) + TD())
	t_own <= TR(TD(IMG(src=f"img/wep_xp_sub_0.png", alt=strings['wep_xp'], title=strings['wep_xp'], loading="lazy")) + TD() + TD(INPUT(Type='number', min='0', step="1", value='0', Id='wep_xp_sub_0-user', Class='save')) + TD())
	t_own <= TR(TD(IMG(src=f"img/mora.png", alt=strings['mora'], title=strings['mora'], loading="lazy")) + TD('0', Id='mora-total') + TD(INPUT(Type='number', min='0', step="1", value='0', Id='mora-user', Class='save')) + TD('0', Id='mora-need', Class='good'))
	t_own <= TR(TD(IMG(src=f"img/xp.png", alt=strings['xp'], title=strings['xp'], loading="lazy")) + TD('0', Id='xp-total') + TD(INPUT(Type='number', min='0', step="1", value='0', Id='xp-user', Class='save')) + TD('0', Id='xp-need', Class='good'))
	t_own <= TR(TD(IMG(src=f"img/xp_sub_1.png", alt=strings['xp'], title=strings['xp'], loading="lazy")) + TD() + TD(INPUT(Type='number', min='0', step="1", value='0', Id='xp_sub_1-user', Class='save')) + TD())
	t_own <= TR(TD(IMG(src=f"img/xp_sub_0.png", alt=strings['xp'], title=strings['xp'], loading="lazy")) + TD() + TD(INPUT(Type='number', min='0', step="1", value='0', Id='xp_sub_0-user', Class='save')) + TD())
	doc['inventory'] <= P(strings['convert_notice']) + t_own

	width = 3
	alt_width = 2
	row = 0
	prev_section = "init"
	t_own = TABLE(Class='borders center spacer')
	t_head = TR()
	for c in range(width):
		t_head <= TH(strings["item"]) + TH(strings["need"]) + TH(strings["have"]) + TH(strings["missing_"])
		if c < width - 1:
			t_head <= TH(Class="spacer")
	c = 0
	t_own <= t_head
	t_row = TR(Class='tr_odd')
	lookup = {0: 14, 1: 9, 2: 4, 3: 0}
	for section, item in ingame_order:
		if section != prev_section:
			if c % width:
				if lookup[c]:
					t_row <= TD(colspan=lookup[c], Class='notvis')
				t_own <= t_row
				t_row = TR(Class='tr_odd' if row % 2 else 'tr_even')
				row += 1
				c = 0
			if prev_section != 'init':
				c = 0
				t_own <= TR(TD(colspan=14), Class='empty_row')
			prev_section = section
		if section in ['element_1', 'common', 'common_rare', 'wam', 'talent']:
			if section in ['element_1', 'wam']:
				if c:
					if lookup[c]:
						t_row <= TD(colspan=lookup[c], Class='notvis')
					t_own <= t_row
					t_row = TR(Class='tr_odd' if row % 2 else 'tr_even')
					row += 1
					c = 0
				t_width = alt_width
			else:
				t_width = width
			prev_section = 'end section'
			for i in range(len(strings[item])-1, -1, -1):
				t_td = TD(IMG(src=f"img/{item}_{i}.png", alt=strings[item][i], title=strings[item][i], loading="lazy")) + TD('0', Id=f"{item}_{i}-total") + TD(INPUT(Type='number', min='0', step="1", value='0', Id=f"{item}_{i}-user", Class='save')) + TD('0', Id=f"{item}_{i}-need")
				c += 1
				t_row <= t_td
				if not (c % t_width):
					if lookup[c]:
						t_row <= TD(colspan=lookup[c] if t_width == 3 else lookup[c] + 1, Class='notvis')
					t_own <= t_row
					t_row = TR(Class='tr_odd' if row % 2 else 'tr_even')
					c = 0
					row += 1
				elif c % width < width:
					t_row <= TD()
		else:  # section in ['boss', 'element_2', 'local', 'special']:
			t_td = TD(IMG(src=f"img/{item}.png", alt=strings[item], title=strings[item], loading="lazy")) + TD('0', Id=f"{item}-total") + TD(INPUT(Type='number', min='0', step="1", value='0', Id=f"{item}-user", Class='save')) + TD('0', Id=f"{item}-need")
			c += 1
			t_row <= t_td
			if not (c % width):
				if lookup[c]:
					t_row <= TD(colspan=lookup[c], Class='notvis')
				t_own <= t_row
				t_row = TR(Class='tr_odd' if row % 2 else 'tr_even')
				row += 1
				c = 0
			elif c % width < width:
				t_row <= TD()

	if c % width:
		if lookup[c]:
			t_row <= TD(colspan=lookup[c], Class='notvis')
		t_own <= t_row

	doc['inventory'] <= t_own

	b_reset = BUTTON(strings["reset_all_data"], Id='reset_all')
	doc["reset"] <= b_reset

	b_reset = BUTTON(strings["reset_character"], Id='reset_character')
	doc["reset"] <= b_reset

	b_reset = BUTTON(strings["reset_inventory"], Id='reset_inventory')
	doc["reset"] <= b_reset
Exemplo n.º 26
0
def init_information():
	order_index = [x[1] for x in ingame_order]
	data = {k: set() for k in order_index}
	char_data = {}
	# iterate all the characters and add items they need to data
	for character in characters:
		char_data[character] = set()
		for field in characters[character]:
			# keys with subkeys
			if field in ['ascension', 'talent']:
				for key in characters[character][field]:
					val = characters[character][field][key]
					if val in data:
						data[val].add(character)
						char_data[character].add(val)
			else:
				val = characters[character][field]
				if val in data:
					data[val].add(character)
					char_data[character].add(val)
	trav_data = {}
	# do the same thing for traveler talents
	for tal_group in traveler:
		trav_data[tal_group] = set()
		for row in traveler[tal_group]:
			for field in row:
				trav_data[tal_group].add(row[field])
	for t_char in traveler_talent:
		char_data[t_char] = set()
		for talent in traveler_talent[t_char]:
			for item in trav_data[talent]:
				data[item].add(t_char)
				char_data[t_char].add(item)
	# create a table with the character->item dictionary we just built
	t_chars = TABLE(TR(TH(strings["character"]) + TH(strings["item_s"])), Class='borders body')
	for char in sorted(char_data):
		item_set = {}
		for item in char_data[char]:
			if item in strings:
				i_idx = order_index.index(item)
				if isinstance(strings[item], list):
					c = len(strings[item]) - 1
					item_set[i_idx] = [f"{item}_{c}", strings[item][c]]
				else:
					item_set[i_idx] = [item, strings[item]]
		i = (IMG(src=f"img/{item_set[x][0]}.png", alt=item_set[x][1], title=item_set[x][1], loading="lazy") for x in sorted(item_set))
		c = IMG(src=f"img/{char}.png", alt=strings[char], title=strings[char], loading="lazy")
		t_chars <= TR(TD(c) + TD(i))
	# create a table with the item->character dictionary we just built
	t_items = TABLE(TR(TH(strings["item_s"]) + TH(strings["character_s"])), Class='borders body')
	for typ, item in ingame_order:
		if item in data:
			if data[item]:  # only show items used by a character
				if isinstance(strings[item], list):
					i = (IMG(src=f"img/{item}_{c}.png", alt=strings[item][c], title=strings[item][c], loading="lazy") for c in range(len(strings[item])))
				else:
					i = IMG(src=f"img/{item}.png", alt=strings[item], title=strings[item], loading="lazy")
				c = (IMG(src=f"img/{x}.png", alt=strings[x], title=strings[x], loading="lazy") for x in sorted(data[item]))
				t_items <= TR(TD(i) + TD(c))

	doc['information'] <= SECTION(P(strings['character_mats']) + t_chars + BR()+ BR() + t_items, Class='grind')
Exemplo n.º 27
0
def init_characters():
	t = TABLE(Class='body')
	t <= COLGROUP(
		COL() +
		COL() +
		COL(Class='left_border') +
		COL(Class='left_dotted') +
		COL(Class='left_border') +
		COL(Class='left_dotted') +
		COL(Class='left_border') +
		COL(Class='left_dotted') +
		COL(Class='left_border') +
		COL(Class='left_dotted') +
		COL(Class='left_border') +
		COL(Class='left_dotted') +
		COL(Class='left_dotted') +
		COL(Class='left_border') +
		COL(Class='left_dotted') +
		COL(Class='left_dotted')
	)
	t <= TR(
		TH(strings["character"], colspan=2) +
		TH(strings["level"], colspan=2) +
		TH(strings["normal"], colspan=2) +
		TH(strings["skill"], colspan=2) +
		TH(strings["burst"], colspan=2) +
		TH(strings["weapon"], colspan=3) +
		TH(strings["artifacts"], colspan=3)
	)
	t <= TR(
		TH() +
		TH(strings["name"]) +
		TH(strings["now"]) +
		TH(strings["goal"]) +
		TH(strings["now"]) +
		TH(strings["goal"]) +
		TH(strings["now"]) +
		TH(strings["goal"]) +
		TH(strings["now"]) +
		TH(strings["goal"]) +
		TH() +
		TH(strings["now"]) +
		TH(strings["goal"]) +
		TH(strings["click_to_remove"], colspan=3)
	)
	for char in sorted(characters):
		if char == 'traveler':
			continue
		# set up level select
		lvlc = SELECT(Id=f"level_c-{char}", Class=f"{char} save")
		lvlt = SELECT(Id=f"level_t-{char}", Class=f"{char} save")
		for lvl in [lvlc, lvlt]:
			for c, val in [(0, "1"),
						   (1, "20"), (11, "20 A"),
						   (2, "40"), (12, "40 A"),
						   (3, "50"), (13, "50 A"),
						   (4, "60"), (14, "60 A"),
						   (5, "70"), (15, "70 A"),
						   (6, "80"), (16, "80 A"),
						   (7, "90")]:
				lvl <= OPTION(f"{val}", value=c)
		# Set up talent select
		t1c = SELECT(Id=f"talent_1_c-{char}", Class=f"{char} save")
		t1t = SELECT(Id=f"talent_1_t-{char}", Class=f"{char} save")
		t2c = SELECT(Id=f"talent_2_c-{char}", Class=f"{char} save")
		t2t = SELECT(Id=f"talent_2_t-{char}", Class=f"{char} save")
		t3c = SELECT(Id=f"talent_3_c-{char}", Class=f"{char} save")
		t3t = SELECT(Id=f"talent_3_t-{char}", Class=f"{char} save")
		for st in [t1t, t1c, t2t, t2c, t3t, t3c]:
			for cost in costs['talent']:
				st <= OPTION(cost)
		# Set up weapon select
		ws = SELECT(Id=f"weapon-{char}", data_id=f"select-{char}", Class=f'weapon {char} save')
		ws <= OPTION('--', value='--')
		sort_dict_wep = {}
		for item in weapons[characters[char]['weapon']]:
			if weapons[characters[char]['weapon']][item]['wam'] != 'unk':
				sort_dict_wep[strings[item]] = item
			else:
				if f"missing-{item}" not in doc:
					doc['missing'] <= LI(strings[item], Id=f"missing-{item}")

		for k in sorted(sort_dict_wep):
			ws <= OPTION(k, value=sort_dict_wep[k])
		wlvlc = SELECT(Id=f"weapon_c-{char}", Class=f"{char} save")
		wlvlt = SELECT(Id=f"weapon_t-{char}", Class=f"{char} save")
		for lvl in [wlvlc, wlvlt]:
			for c, val in [(0, "1"),
						   (1, "20"), (11, "20 A"),
						   (2, "40"), (12, "40 A"),
						   (3, "50"), (13, "50 A"),
						   (4, "60"), (14, "60 A"),
						   (5, "70"), (15, "70 A"),
						   (6, "80"), (16, "80 A"),
						   (7, "90")]:
				lvl <= OPTION(f"{val}", value=c)
		# Create table row for character
		t <= TR(
			TD(INPUT(Id=f"check-{char}", type='checkbox', data_id=f"check-{char}", Class='char_select save')) +
			TD(IMG(src=f"img/{char}.png", alt=strings[char], title=strings[char], loading="lazy")) +
			TD(lvlc) +
			TD(lvlt) +
			TD(t1c) +
			TD(t1t) +
			TD(t2c) +
			TD(t2t) +
			TD(t3c) +
			TD(t3t) +
			TD(ws) +
			TD(wlvlc) +
			TD(wlvlt) +
			TD(INPUT(Id=f"use_arti-{char}", type='checkbox', Class='save', checked='checked')) +
			TD(BUTTON(strings["add"], Class='arti_list text_button', data_id=f"arti-{char}")) +
			TD(DIV(Id=f"arti-{char}", Class=f'arti_span'))
			,
			data_id=f"check-{char}", Class='unchecked', data_color=characters[char]['element'], data_weapon=characters[char]['weapon']
		)
	# set up traveler base row
	# set up level select
	char = 'traveler'
	lvlc = SELECT(Id=f"level_c-{char}", Class=f"{char} save")
	lvlt = SELECT(Id=f"level_t-{char}", Class=f"{char} save")
	for lvl in [lvlc, lvlt]:
		for c, val in [(0, "1"),
					   (1, "20"), (11, "20 A"),
					   (2, "40"), (12, "40 A"),
					   (3, "50"), (13, "50 A"),
					   (4, "60"), (14, "60 A"),
					   (5, "70"), (15, "70 A"),
					   (6, "80"), (16, "80 A"),
					   (7, "90")]:
			lvl <= OPTION(f"{val}", value=c)
	# Set up weapon select
	ws = SELECT(Id=f"weapon-{char}", data_id=f"select-{char}", Class=f'weapon {char} save')
	ws <= OPTION('--', value='--')
	sort_dict_wep = {}
	for item in weapons[characters[char]['weapon']]:
		if weapons[characters[char]['weapon']][item]['wam'] != 'unk':
			sort_dict_wep[strings[item]] = item
		else:
			if f"missing-{item}" not in doc:
				doc['missing'] <= LI(strings[item], Id=f"missing-{item}")

	for k in sorted(sort_dict_wep):
		ws <= OPTION(k, value=sort_dict_wep[k])
	wlvlc = SELECT(Id=f"weapon_c-{char}", Class=f"{char} save")
	wlvlt = SELECT(Id=f"weapon_t-{char}", Class=f"{char} save")
	for lvl in [wlvlc, wlvlt]:
		for c, val in [(0, "1"),
					   (1, "20"), (11, "20 A"),
					   (2, "40"), (12, "40 A"),
					   (3, "50"), (13, "50 A"),
					   (4, "60"), (14, "60 A"),
					   (5, "70"), (15, "70 A"),
					   (6, "80"), (16, "80 A"),
					   (7, "90")]:
			lvl <= OPTION(f"{val}", value=c)
	# Create table row for character
	t <= TR(
		TD(INPUT(Id=f"check-{char}", type='checkbox', data_id=f"check-{char}", Class='char_select save')) +
		TD(IMG(src=f"img/{char}.png", alt=strings[char], title=strings[char], loading="lazy")) +
		TD(lvlc) +
		TD(lvlt) +
		TD() +
		TD() +
		TD() +
		TD() +
		TD() +
		TD() +
		TD(ws) +
		TD(wlvlc) +
		TD(wlvlt) +
		TD(INPUT(Id=f"use_arti-{char}", type='checkbox', Class='save', checked='checked')) +
		TD(BUTTON(strings["add"], Class='arti_list text_button', data_id=f"arti-{char}")) +
		TD(DIV(Id=f"arti-{char}", Class=f'arti_span'))
		,
		data_id=f"check-{char}", Class='unchecked', data_color='multi', data_weapon=characters[char]['weapon']
	)
	# set up traveler anemo/geo row
	for char in sorted(traveler_talent):
		ele = char.split('_')[1]
		# Set up talent select
		t1c = SELECT(Id=f"talent_1_c-{char}", Class=f"{char} save")
		t1t = SELECT(Id=f"talent_1_t-{char}", Class=f"{char} save")
		t2c = SELECT(Id=f"talent_2_c-{char}", Class=f"{char} save")
		t2t = SELECT(Id=f"talent_2_t-{char}", Class=f"{char} save")
		t3c = SELECT(Id=f"talent_3_c-{char}", Class=f"{char} save")
		t3t = SELECT(Id=f"talent_3_t-{char}", Class=f"{char} save")
		for st in [t1t, t1c, t2t, t2c, t3t, t3c]:
			for cost in costs['talent']:
				st <= OPTION(cost)
		# Create table row for character
		t <= TR(
			TD(INPUT(Id=f"check-{char}", type='checkbox', data_id=f"check-{char}", Class='char_select save')) +
			TD(IMG(src=f"img/{char}.png", alt=strings['traveler'], title=strings['traveler'], loading="lazy")) +
			TD() +
			TD() +
			TD(t1c) +
			TD(t1t) +
			TD(t2c) +
			TD(t2t) +
			TD(t3c) +
			TD(t3t) +
			TD() +
			TD() +
			TD() +
			TD() +
			TD() +
			TD()
			,
			data_id=f"check-{char}", Class='unchecked', data_color=ele, data_weapon=characters['traveler']['weapon']
		)
	doc['character_list'] <= t
Exemplo n.º 28
0
    possible_moves = []
    turn = PieceTeam.WHITE
    can_move = True

    C.set()
    render_board()


# This is done to have this function usable in js
window.click = click
window.promote_pawn = promote_pawn

####################################################################

# Create table
s = TABLE(id='squares')
p = TABLE(id='pieces')

colors = [(0, 0, 0), (255, 255, 255)]

for row in range(8):
    sr = TR()
    pr = TR()
    color = row % 2 == 0

    for column in range(8):
        _id = str(row * 8 + column)

        sr <= TD(id=_id,
                 style={'background-color': f'rgb{colors[int(color)]}'})
        pr <= TD(id=_id, onclick=f"click('{_id}');")
Exemplo n.º 29
0
def update_character():
    char_tracker = {}
    for val in grind_table_state['total']:
        grind_table_state['total'][val] = 0
    for char in grind_table_state['checked']:
        update_per_character(char, char_tracker)

    # Get a list of all chosen artifacts so we know what to farm
    for elt in doc.get(selector=f'.saved_arti'):
        char = elt.id.split('-')[1]
        if char in grind_table_state['checked'] and char in grind_table_state[
                'arti_check']:
            add_value_set(char_tracker,
                          elt.id.split('-')[-1],
                          elt.id.split('-')[1])

    # adjust xp totals to units of their base type.
    grind_table_state['total']['mora'] += grind_table_state['total'][
        'xp'] // 5 + grind_table_state['total']['wep_xp'] // 10
    grind_table_state['total']['xp'] = round(
        grind_table_state['total']['xp'] / 20000, 2)
    grind_table_state['total']['wep_xp'] = round(
        grind_table_state['total']['wep_xp'] / 10000, 2)

    # Build up and display farm table
    data = {
        'any': {
            0: {},
            20: {},
            40: {},
            60: {}
        },
        'mon': {},
        'tue': {},
        'wed': {},
        'thu': {},
        'fri': {},
        'sat': {},
        'sun': {},
    }
    resin = {
        'stormterror': 60,
        'wolf_of_the_north': 60,
        'golden_house': 60,
        'azhdaha': 60,
        '60_boss': 60,
        '40_boss': 40,
        'anemo_hypostasis': 40,
        'cryo_regisvine': 40,
        'cryo_hypostasis': 40,
        'electro_hypostasis': 40,
        'geo_hypostasis': 40,
        'oceanid': 40,
        'pyro_regisvine': 40,
        'primo_geovishap': 40,
        'maguu_kenki': 40,
        'pyro_hypostasis': 40,
        'perpetual_mechanical_array': 40,
        'clear_pool_and_mountain_cavern': 20,
        'domain_of_guyun': 20,
        'hidden_palace_of_zhou_formula': 20,
        'midsummer_courtyard': 20,
        'valley_of_remembrance': 20,
        'peak_of_vindagnyr': 20,
        'court_of_flowing_sand': 20,
        'violet_court': 20,
        'momiji_dyed_court': 20,
        'ridge_watch': 20,
        'xp_leyline': 20,
        'mora_leyline': 20
    }
    arti_keys = [('arti', x) for x in char_tracker if x not in ingame_order]
    for section, item in [('base', 'xp'), ('base', 'wep_xp'),
                          ('base', 'mora')] + ingame_order + arti_keys:
        if item in char_tracker:
            for day in farming_data[item]['when']:
                for loc in farming_data[item]['where']:
                    if day == 'any':
                        cost = 0 if loc not in resin else resin[loc]
                        if loc not in data[day][cost]:
                            data[day][cost][loc] = []
                        data[day][cost][loc].append(item)
                    else:
                        if loc not in data[day]:
                            data[day][loc] = []
                        data[day][loc].append(item)

    d = SECTION(Class='grind')
    for day in ['mon', 'tue', 'wed', 'thu', 'fri', 'sat', 'sun']:
        d <= H2([strings[day]])
        t = TABLE(TR(
            TH(strings["location"]) + TH(strings["item_s"]) +
            TH(strings["character_s"])),
                  Class='borders body')
        empty = True
        for loc in sorted(data[day]):
            char_set = set()
            item_set = {}
            for x in data[day][loc]:
                if isinstance(strings[x], str) and grind_table_state['total'][
                        x] - grind_table_state['user'][x] > 0:
                    char_set.update(char_tracker[x])
                    item_set[x] = {
                        'text':
                        strings[x],
                        'count':
                        readable_number(grind_table_state['total'][x] -
                                        grind_table_state['user'][x])
                    }
                else:
                    for i in range(len(strings[x])):
                        if grind_table_state['total'][
                                f"{x}_{i}"] - grind_table_state['user'][
                                    f"{x}_{i}"] > 0:
                            char_set.update(char_tracker[x])
                            item_set[f"{x}_{i}"] = {
                                'text':
                                strings[x][i],
                                'count':
                                readable_number(
                                    grind_table_state['total'][f"{x}_{i}"] -
                                    grind_table_state['user'][f"{x}_{i}"])
                            }
            if item_set:
                empty = False
                v = (DIV(IMG(src=f"img/{x}.png",
                             alt=item_set[x]['text'],
                             title=item_set[x]['text'],
                             loading="lazy") +
                         DIV(item_set[x]['count'], Class='bottom-right'),
                         Class='container') for x in item_set)
                c = (IMG(src=f"img/{x}.png",
                         alt=strings[x],
                         title=strings[x],
                         loading="lazy") for x in sorted(char_set))
                t <= TR(TD(strings[loc], Class="location") + TD(v) + TD(c))
        if empty:
            t <= TR(
                TD(strings['nothing'], Class="location") +
                TD(strings['nothing']) + TD(strings['nothing']))
        d <= t
    if any([data['any'][x] for x in [0, 20, 40, 60]]):
        d <= H2([strings['any']])
        for cost in [0, 20, 40, 60]:
            if data['any'][cost]:
                d <= H3(f"{cost} {strings['resin']}")
                t = TABLE(TR(
                    TH(strings["location"]) + TH(strings["item_s"]) +
                    TH(strings["character_s"])),
                          Class='borders body')
                for loc in sorted(data['any'][cost]):
                    char_set = set()
                    item_set = {}
                    for x in data['any'][cost][loc]:
                        if isinstance(strings[x], str):
                            if x in grind_table_state['total']:
                                if 'xp' == x:
                                    val = int(grind_table_state['total'][x] -
                                              grind_table_state['user'][x] -
                                              grind_table_state['user']
                                              [f"{x}_sub_1"] / 4 -
                                              grind_table_state['user']
                                              [f"{x}_sub_0"] / 20 + .5)
                                elif 'wep_xp' == x:
                                    val = int(grind_table_state['total'][x] -
                                              grind_table_state['user'][x] -
                                              grind_table_state['user']
                                              [f"{x}_sub_1"] / 5 -
                                              grind_table_state['user']
                                              [f"{x}_sub_0"] / 25 + .5)
                                else:
                                    val = grind_table_state['total'][
                                        x] - grind_table_state['user'][x]

                                if val > 0:
                                    if x in ['xp', 'wep_xp', 'mora'
                                             ] and len(char_tracker[x]) > 5:
                                        char_set.add('many')
                                    else:
                                        char_set.update(char_tracker[x])
                                    item_set[x] = {
                                        'text': strings[x],
                                        'count': readable_number(val)
                                    }
                            else:
                                char_set.update(char_tracker[x])
                                item_set[x] = {'text': strings[x], 'count': ''}
                        else:
                            for i in range(len(strings[x])):
                                if grind_table_state['total'][
                                        f"{x}_{i}"] - grind_table_state[
                                            'user'][f"{x}_{i}"] > 0:
                                    char_set.update(char_tracker[x])
                                    item_set[f"{x}_{i}"] = {
                                        'text':
                                        strings[x][i],
                                        'count':
                                        readable_number(
                                            grind_table_state['total']
                                            [f"{x}_{i}"] -
                                            grind_table_state['user']
                                            [f"{x}_{i}"])
                                    }
                    if item_set:
                        v = (DIV(
                            IMG(src=f"img/{x}.png",
                                alt=item_set[x]['text'],
                                title=item_set[x]['text'],
                                loading="lazy") +
                            DIV(item_set[x]['count'], Class='bottom-right'),
                            Class='container') for x in item_set)
                        c = (IMG(src=f"img/{x}.png",
                                 alt=strings[x],
                                 title=strings[x],
                                 loading="lazy") for x in sorted(char_set))
                        t <= TR(
                            TD(strings[loc], Class="location") + TD(v) + TD(c))
                d <= t

    doc['daily'].text = ''
    doc['daily'] <= d
Exemplo n.º 30
0
	def __init__(self):
		TABLE.__init__(self, Class="table table-striped") #, style={'max-width':'90px'})
		self.style.display='none'
Exemplo n.º 31
0
 def create_table(self):
     dindex.style.display = 'none'
     dtop.clear()
     doutput.clear()
     section = self.get_section()
     aoa = section.aoa
     #
     document.title = f'{get_protocol_name()} {section.name}'
     dtop <= SPAN(self.release)
     dtop <= SPAN(A('Index', href='#'))
     #
     b = BUTTON('copy tree')
     b.bind('click', ready.copy_tree)
     dtop <= SPAN(b)
     #
     b = BUTTON('export xlsx')
     b.bind('click', self.export_xlsx)
     dtop <= SPAN(b)
     #
     b = BUTTON('table view')
     b.bind('click', self.change_view)
     dtop <= SPAN(b)
     #
     b = BUTTON('Popup On')
     b.bind('click', ready.button_popup)
     dtop <= SPAN(b)
     b.style.backgroundColor = 'lightgreen'
     #
     dtop <= SPAN(f'{section.id} {section.name}')
     self.create_prev_next()
     #
     table = TABLE(Class='asn1tree', tview='tree', core='')
     head = [
         "", "", 'IE', 'Need', 'Refer', 'Type', 'Description', 'Crit',
         'Assign'
     ]
     table <= TR([TD(B(v)) for v in head])
     table.rows[0].cells[6].className = 'desc'
     #
     for row in aoa:
         flag, level, ie, need, udf, vrange, desc, crit, assign = row
         pad, ie = get_pad_and_ie(ie)
         tr = TR()
         tr <= TD(flag, Class='flag')
         tr <= TD(level)
         hasdesc = 'hasdesc' if desc else ''
         tr <= TD(
             SPAN(pad,
                  Class='iepad',
                  treepad=pad,
                  tablepad='>' * level + ' ') +
             SPAN(ie, Class='ie', desc=hasdesc))
         tr <= TD(need)
         if udf:
             tr <= TD(A(udf, href=f'#{udf}'))
         else:
             tr <= TD()
         tr <= TD(vrange, Class='vrange')
         tr <= TD(desc, Class='desc')
         tr <= TD(crit)
         tr <= TD(assign)
         table <= tr
     for tr in table.rows:
         tr <= TD(tr.rowIndex)
     doutput <= table
     ready.ready_table(table)