def onSelectDesign(self, widget, action, data):
     player = client.getPlayer()
     fleets = self.fleetsByDesign[data.tDesignID]
     fleetCounts = self.fleetCountsByDesign[data.tDesignID]
     spec = player.shipDesigns[data.tDesignID]
     self.win.vFleetsTitle.text = _("Fleets contains design %s") % spec.name
     items = []
     if fleets:
         for fleet in fleets:
             if hasattr(fleet, 'customname') and fleet.customname:
                 fleetname = fleet.customname
             else:
                 fleetname = fleet.name
             items.append(
                 ui.Item(fleetname,
                         tShipsCount=len(fleet.ships),
                         fleet=fleet,
                         tClassCount=fleetCounts[fleet.oid],
                         tFleetID=fleet.oid))
     self.win.vFleets.items = items
     self.win.vFleets.itemsChanged()
Exemplo n.º 2
0
 def show(self):
     self.precompute()
     keys = self._mines.keys()
     keys.sort()
     items = []
     for minetech in keys:
         num = self._mines[minetech]
         tech = client.getFullTechInfo(minetech)
         if tech.weaponIgnoreShield:
             igsh = _('Yes')
         else:
             igsh = _('No')
         items.append(
             ui.Item(tech.name,
                     tNum=num,
                     tMinDmg=tech.weaponDmgMin,
                     tMaxDmg=tech.weaponDmgMax,
                     tAtt=tech.weaponAtt,
                     tIS=igsh))
     self.win.vMines.items = items
     self.win.vMines.itemsChanged()
Exemplo n.º 3
0
    def _processResearchQueueTask(self, task):
        player = client.getPlayer()
        tech = client.getTechInfo(task.techID)
        fulltech = client.getFullTechInfo(task.techID)
        researchSci = Utils.getTechRCost(player, task.techID, task.improvement)
        item = ui.Item(tech.name, techID=task.techID)
        item.tooltipTitle = _("Details")
        item.tooltip = _("Research points %d/%d, change %d pts/turn.") % (
            task.currSci, researchSci, task.changeSci)
        item.statustip = item.tooltip
        item.tImpToMax = "*" if task.improveToMax else ""
        item.tImproveToMax = task.improveToMax
        item.tProgress = _("%d %%") % int(
            task.currSci * 100 / researchSci) if task.currSci > 0 else _("-")
        totalSci = 0
        if task.changeSci > 0:
            etc = float(researchSci - task.currSci) / max(
                task.changeSci, player.effSciPoints)
            totalSci += researchSci - task.currSci
            if player.effSciPoints > 0:
                item.tETC = res.formatTime(etc)
            else:
                item.tETC = res.getNA()
        elif task.changeSci < 0:
            etc = -float(task.currSci) / min(task.changeSci,
                                             player.effSciPoints)
            item.tETC = _("[%s]") % res.formatTime(etc)
        elif player.effSciPoints > 0:
            etc = float(researchSci) / player.effSciPoints
            totalSci += researchSci
            item.tETC = res.formatTime(etc)
        else:
            item.tETC = res.getNA()

        if task.improveToMax:
            for impr in range(task.improvement + 1,
                              fulltech.maxImprovement + 1):
                totalSci += Utils.getTechRCost(player, task.techID, impr)
        item.tLevel = _("%d-%d") % (tech.level, task.improvement)
        return item, totalSci
 def show(self):
     positions = client.cmdProxy.getStartingPositions()
     if not positions:
         # there are no positions -- pop up a dialog
         self.confirmDlg.display(
             _("We are sorry, but there are no starting positions available at this moment. Please, try again later."
               ), _("Refresh"), _("Exit"), self.display, self.app.exit)
         return False
     items = []
     for objID, name, posType in positions:
         item = ui.Item(name, tObjID=objID, tPosType=posType)
         if posType == STARTPOS_NEWPLAYER:
             item.tPos = _('Independent player')
         elif posType == STARTPOS_AIPLAYER:
             item.tPos = _("Rebel faction")
         elif posType == STARTPOS_PIRATE:
             item.tPos = _("Pirate faction [VIP password needed]")
         else:
             item.tPos = _('Unknown. You cannot use this.')
         items.append(item)
     self.win.vPos.setItems(items)
     return True
Exemplo n.º 5
0
 def show(self):
     items = []
     player = client.getPlayer()
     origSpec = player.shipDesigns[self.designID]
     # count ships
     count = 0
     for fleetID in player.fleets:
         fleet = client.get(fleetID)
         for tmpDesignID, hp, shieldHP, exp in fleet.ships:
             if tmpDesignID == self.designID:
                 count += 1
     # construct list
     selected = None
     for designID in player.shipDesigns:
         spec = player.shipDesigns[designID]
         if origSpec.combatClass != spec.combatClass:
             continue
         if spec.upgradeTo:
             continue
         if designID == self.designID:
             continue
         diff = max(
             Rules.shipMinUpgrade,
             int((spec.buildProd - origSpec.buildProd) *
                 Rules.shipUpgradeMod),
         )
         item = ui.Item(
             spec.name,
             tDiff=diff,
             tTotal=diff * count,
             tDesignID=designID,
         )
         if designID == self.selected:
             selected = item
         items.append(item)
     self.win.vList.items = items
     self.win.vList.itemsChanged()
     self.win.vList.selectItem(selected)
Exemplo n.º 6
0
    def showPlanets(self):
        info = []
        system = client.get(self.systemID, noUpdate=1)
        select = None
        playerID = client.getPlayerID()
        firstEnabled = None
        if hasattr(system, 'planets'):
            for planetID in system.planets:
                # get planet
                planet = client.get(planetID, noUpdate=1)
                # only player owned planets can be source planets
                enabled = getattr(planet, "owner") == playerID
                buttonText = "%s / %s" % (getattr(planet, 'name',
                                                  res.getUnknownName()),
                                          getattr(planet, "effProdProd", "?"))
                item = ui.Item(
                    buttonText,
                    planetID=planetID,
                    enabled=enabled,
                    align=ui.ALIGN_NONE,
                )
                info.append(item)
                # remember first players planet
                if enabled and firstEnabled == None:
                    firstEnabled = item

                # select actual planet as source only if player owns it
                if planetID == self.sourceID and enabled:
                    select = item

        # set as selected source first players planet
        if select == None:
            select = firstEnabled
            self.sourceID = firstEnabled.planetID

        self.win.vPlanets.items = info
        self.win.vPlanets.itemsChanged()
        self.win.vPlanets.selectItem(select)
Exemplo n.º 7
0
 def _showMenu(self):
     itemsPublic = []
     itemsPrivate = []
     for bookID in self.bookingInfo:
         if bookID < Const.BID_FREESTART:
             continue
         book = self.bookingInfo[bookID]
         tPos = book.capacity
         tCur = book.bookings
         rawTime = book.last_creation
         tScenario = gdata.gameScenarios[self.offering[
             book.gal_type].scenario]
         isSelected = book.is_booked
         if rawTime:
             tTime = time.strftime(_("%m-%d-%y %H:%M"),
                                   time.localtime(rawTime))
         else:
             tTime = _('N/A')
         if isSelected:
             tChoice = '*'
         else:
             tChoice = ''
         item = ui.Item(book.gal_type,
                        tPos=tPos,
                        tCur=tCur,
                        tTime=tTime,
                        tChoice=tChoice,
                        tScenario=tScenario,
                        tOwner=book.owner_nick,
                        tID=bookID)
         if book.owner_nick:
             itemsPrivate.append(item)
         else:
             itemsPublic.append(item)
     self.win.vBookingPublic.items = itemsPublic
     self.win.vBookingPublic.itemsChanged()
     self.win.vBookingPrivate.items = itemsPrivate
     self.win.vBookingPrivate.itemsChanged()
Exemplo n.º 8
0
    def _showShips(self):
        items = []
        player = client.getPlayer()

        for designID in player.shipDesigns.keys():
            tech = player.shipDesigns[designID]
            if not self._filterShipSize(tech) or not self._filterShipMilitary(tech):
                continue

            if tech.upgradeTo != Const.OID_NONE:
                # skip ships that are set to upgrade
                continue
            if self.prodProd > 0:
                etc = res.formatTime(math.ceil(float(tech.buildProd) / self.prodProd))
            else:
                etc = _("N/A")
            item = ui.Item(tech.name,
                           tLevel=tech.level,
                           tProd=tech.buildProd,
                           techID=designID,
                           tIsShip=1,
                           tETC=etc)
            items.append(item)
        return items
Exemplo n.º 9
0
    def createUI(self):
        w, h = gdata.scrnSize
        self.win = ui.Window(self.app,
            modal = 1,
            escKeyClose = 1,
            titleOnly = w == 800 and h == 600,
            movable = 0,
            title = _('Split Fleet'),
            rect = ui.Rect((w - 800 - 4 * (w != 800)) / 2, (h - 600 - 4 * (h != 600)) / 2, 800 + 4 * (w != 800), 580 + 4 * (h != 600)),
            layoutManager = ui.SimpleGridLM(),
            tabChange = True,
        )
        self.win.subscribeAction('*', self)
        # original fleet
        ui.Title(self.win, layout = (0, 0, 20, 1), text = _('Original fleet'),
            align = ui.ALIGN_W, font = 'normal-bold')
        ui.Listbox(self.win, id = 'vOShips', layout = (0, 1, 20, 21),
            columns = (
            (_('#'), 'tCount', 1.5, ui.ALIGN_NONE),
            (_('Name'), 'text', 5, ui.ALIGN_W),
            (_('Lvl'), 'tLevel', 1.5, ui.ALIGN_NONE),
            (_('Class'), 'tClass', 3, ui.ALIGN_E),
            (_('HP'), 'tHP', 4, ui.ALIGN_E),
            (_('Exp'), 'tExp', 2, ui.ALIGN_E),
            (_('Spd'), 'tSpeed', 2, ui.ALIGN_E),
            ),
            columnLabels = 1, action = 'onOShipSelected', rmbAction = 'onMoveMenu'
        )
        # grouping options
        ui.Title(self.win, layout = (0, 22, 20, 1), text = _('Group by'),
            align = ui.ALIGN_W, font = 'normal-bold')
        ui.Check(self.win, layout = (0, 23, 5, 1), id = "vDesign", text = _("design"),
            action = "onGroup", data = DESIGN)
        ui.Check(self.win, layout = (5, 23, 5, 1), id = "vClass", text = _("class"),
            action = "onGroup", data = CLASS)
        ui.Check(self.win, layout = (10, 23, 5, 1), id = "vDmg", text = _("damage"),
            action = "onGroup", data = DAMAGE)
        ui.Check(self.win, layout = (15, 23, 5, 1), id = "vExpr", text = _("experience"),
            action = "onGroup", data = EXPERIENCE)
        ui.Check(self.win, layout = (0, 24, 5, 1), id = "vLevel", text = _("level"),
            action = "onGroup", data = LEVEL)
        ui.Check(self.win, layout = (5, 24, 5, 1), id = "vSpeed", text = _("speed"),
            action = "onGroup", data = SPEED)
        # tanks
        ui.Title(self.win, layout = (0, 25, 20, 1), text = _('Tanks'),
            align = ui.ALIGN_W, font = 'normal-bold')
        ui.Label(self.win, layout = (0, 26, 5, 1), text = _('Fuel'), align = ui.ALIGN_W)
        ui.Entry(self.win, layout = (5, 26, 5, 1), id = 'vOEn', action = 'onStorChng',
            align = ui.ALIGN_E, data ='origEn', orderNo = 15)
        ui.Label(self.win, layout = (10, 26, 5, 1), id = 'vOEnMax', align = ui.ALIGN_W)

        # new fleet
        ui.Title(self.win, layout = (20, 0, 20, 1), text = _('New fleet'),
            align = ui.ALIGN_W, font = 'normal-bold')
        ui.Listbox(self.win, id = 'vNShips', layout = (20, 1, 20, 21),
            columns = (
            (_('#'), 'tCount', 1.5, ui.ALIGN_NONE),
            (_('Name'), 'text', 5, ui.ALIGN_W),
            (_('Lvl'), 'tLevel', 1.5, ui.ALIGN_NONE),
            (_('Class'), 'tClass', 3, ui.ALIGN_E),
            (_('HP'), 'tHP', 4, ui.ALIGN_E),
            (_('Exp'), 'tExp', 2, ui.ALIGN_E),
            (_('Spd'), 'tSpeed', 2, ui.ALIGN_E),
            ),
            columnLabels = 1, action = 'onNShipSelected', rmbAction = 'onNMoveMenu')
        # grouping
        ui.Title(self.win, layout = (20, 22, 16, 1), text = _('Group by'),
            align = ui.ALIGN_W, font = 'normal-bold')
        ui.Button(self.win, layout = (36, 22, 4, 1), text = _("Clear"), action = 'onClear')
        ui.Check(self.win, layout = (20, 23, 5, 1), id = "vNDesign", text = _("design"),
            action = "onNGroup", data = DESIGN)
        ui.Check(self.win, layout = (25, 23, 5, 1), id = "vNClass", text = _("class"),
            action = "onNGroup", data = CLASS)
        ui.Check(self.win, layout = (30, 23, 5, 1), id = "vNDmg", text = _("damage"),
            action = "onNGroup", data = DAMAGE)
        ui.Check(self.win, layout = (35, 23, 5, 1), id = "vNExpr", text = _("experience"),
            action = "onNGroup", data = EXPERIENCE)
        ui.Check(self.win, layout = (20, 24, 5, 1), id = "vNLevel", text = _("level"),
            action = "onNGroup", data = LEVEL)
        ui.Check(self.win, layout = (25, 24, 5, 1), id = "vNSpeed", text = _("speed"),
            action = "onNGroup", data = SPEED)
        # tanks
        ui.Title(self.win, layout = (20, 25, 20, 1), text = _('Tanks'),
            align = ui.ALIGN_W, font = 'normal-bold')
        ui.Label(self.win, layout = (20, 26, 5, 1), text = _('Fuel'), align = ui.ALIGN_W)
        ui.Entry(self.win, layout = (25, 26, 5, 1), id = 'vNEn', action = 'onStorChng',
            align = ui.ALIGN_E, data ='newEn', orderNo = 16)
        ui.Label(self.win, layout = (30, 26, 5, 1), id = 'vNEnMax', align = ui.ALIGN_W)

        # status bar + submit/cancel
        ui.Title(self.win, id = 'vStatusBar', layout = (0, 27, 30, 1), align = ui.ALIGN_W)
        ui.TitleButton(self.win, layout = (35, 27, 5, 1), text = _('Split'), action = 'onSplit')
        ui.TitleButton(self.win, layout = (30, 27, 5, 1), text = _('Cancel'), action = 'onCancel')
        self.moveRightPopup = ui.Menu(self.app, title = _("Move right"),
            width = 10,
            columns = 2,
            items = [
                ui.Item(_("1 ship"), action = "onMoveAction", data = 1),
                ui.Item(_("5 ships"), action = "onMoveAction", data = 5),
                ui.Item(_("10 ships"), action = "onMoveAction", data = 10),
                ui.Item(_("50 ships"), action = "onMoveAction", data = 50),
                ui.Item(_("100 ships"), action = "onMoveAction", data = 100),
                ui.Item(_("1/2 of ships"), action = "onMoveAction", data = 0.5),
                ui.Item(_("1/3 of ships"), action = "onMoveAction", data = 0.34),
                ui.Item(_("1/4 of ships"), action = "onMoveAction", data = 0.25),
                ui.Item(_("All ships"), action = "onMoveAction", data = -1),
            ]
        )
        self.moveRightPopup.subscribeAction("*", self)

        self.moveLeftPopup = ui.Menu(self.app, title = _("Move left"),
            width = 10,
            columns = 2,
                items = [
                ui.Item(_("1 ship"), action = "onNMoveAction", data = 1),
                ui.Item(_("5 ships"), action = "onNMoveAction", data = 5),
                ui.Item(_("10 ships"), action = "onNMoveAction", data = 10),
                ui.Item(_("50 ships"), action = "onNMoveAction", data = 50),
                ui.Item(_("100 ships"), action = "onNMoveAction", data = 100),
                ui.Item(_("1/2 of ships"), action = "onNMoveAction", data = 0.5),
                ui.Item(_("1/3 of ships"), action = "onNMoveAction", data = 0.34),
                ui.Item(_("1/4 of ships"), action = "onNMoveAction", data = 0.25),
                ui.Item(_("All ships"), action = "onNMoveAction", data = -1),
            ]
        )
        self.moveLeftPopup.subscribeAction("*", self)
			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
			if result.shieldHP > 0:
				self.win.vAHP.text = _("%d - %d") % (result.maxHP, result.shieldHP)
			else:
	def show(self):
		player = client.getPlayer()
		# check if selected ship design exists
		if self.selectedDesignID not in player.shipDesigns:
			self.selectedDesignID = None
		# designs
		items = []
		selected = None
		items = []
		for designID in player.shipDesigns:
			spec = player.shipDesigns[designID]
			# number of ships with this design in fleet
			countInService = 0
			for fleetID in player.fleets:
				fleet = client.get(fleetID)
				for tmpDesignID, hp, shieldHP, exp in fleet.ships:
					if tmpDesignID == designID:
						countInService += 1
			hullTech = client.getFullTechInfo(spec.hullID)
			# number of ships in build queue
			countInBuild = 0
			for planetID in client.db.keys():
				planet = client.get(planetID, noUpdate = 1)
				# skip non-planets
				if not hasattr(planet, "type") or planet.type != T_PLANET \
					or not hasattr(planet, 'owner') or not planet.owner == player.oid \
					or not planet.prodQueue:
					continue
				for task in planet.prodQueue:
					if task.isShip and task.techID == designID:
						countInBuild += task.quantity
			# ui list item
			item = ui.Item(spec.name, tDesignID = designID,
				tClass = "%s/%s%d" % (
					_(gdata.shipClasses[spec.combatClass][:1].upper()),_("TL"),
					hullTech.level,
				),
				tNumber = countInService,
				tInBuild = countInBuild
			)
			if spec.upgradeTo:
				item.foreground = gdata.sevColors[gdata.NONE]
			if designID == self.selectedDesignID:
				selected = item
			items.append(item)
		self.win.vDesigns.items = items
		self.win.vDesigns.itemsChanged()
		self.win.vDesigns.selectItem(selected)
		# compute
		if self.selectedDesignID == None:
			if self.ctrlID:
				eqIDs = {self.ctrlID : 1}
			else:
				eqIDs = {}
			for eqID in self.eqIDs:
				eqIDs[eqID] = self.eqIDs[eqID]
			improvements = []
			self.win.vUpgrade.enabled = 0
			self.win.vUpgrade.text = _("Upgrade")
			self.win.vScrap.enabled = 0
			self.win.vConstruct.enabled = 1
		else:
			spec = player.shipDesigns[self.selectedDesignID]
			self.hullID = spec.hullID
			eqIDs = spec.eqIDs
			improvements = spec.improvements
			self.win.vName.text = spec.name
			self.win.vHull.text = client.getTechInfo(self.hullID).name
			self.eqIDs = {}
			for eqID in eqIDs:
				tech = client.getTechInfo(eqID)
				if tech.subtype == "seq_ctrl":
					self.ctrlID = eqID
					self.win.vCtrl.text = tech.name
				else:
					self.eqIDs[eqID] = eqIDs[eqID]
			if player.shipDesigns[self.selectedDesignID].upgradeTo == 0:
				self.win.vUpgrade.enabled = 1
				self.win.vUpgrade.text = _("Upgrade")
			else:
				self.win.vUpgrade.enabled = 1
				self.win.vUpgrade.text = _("Cancel Upgrd")
			self.win.vScrap.enabled = 1
			self.win.vConstruct.enabled = 0
		try:
			result = ShipUtils.makeShipFullSpec(player, None, self.hullID, eqIDs, improvements)
		except GameException, e:
			self.win.setStatus(e.args[0])
			try:
				result = ShipUtils.makeShipFullSpec(player, None, self.hullID, eqIDs,
					improvements, raiseExs = False)
			except GameException:
				result = None
Exemplo n.º 12
0
    def show(self):
        critical = self.win.vCritical.checked
        major = self.win.vMajor.checked
        minor = self.win.vMinor.checked
        info = self.win.vInfo.checked

        disp = 1

        player = client.getPlayer()
        items = []
        # object list (all player's objects + systems)
        objects = player.fleets[:]
        objects += player.planets[:]
        systems = {}
        for planetID in player.planets:
            planet = client.get(planetID)
            if planet.compOf not in systems:
                systems[planet.compOf] = None
        objects += systems.keys()

        # counting construction points value of each global production queue
        # holder for (number , eff production) of planets set to each queue
        globalQueueStats = [(0, 0), (0, 0), (0, 0), (0, 0), (0, 0)]
        prodQueueProblems = []

        # go through all objects
        for objID in objects:
            if objID < Const.OID_FREESTART:
                continue
            obj = client.get(objID, noUpdate=1)
            if not hasattr(obj, "type"):
                continue
            if obj.type == Const.T_SYSTEM:
                if not hasattr(obj, 'planets'):
                    continue
                bio = 0
                totalBio = 0
                en = 0
                totalEn = 0
                buildingQuantity = {}
                buildingInfo = {}
                # holds modified planets
                planetCopies = {}

                for planetID in obj.planets:
                    planet = client.get(planetID, noUpdate=1)
                    # copy of planet to change plSlots count
                    if not planetID in planetCopies:
                        cPlanet = copy.deepcopy(planet)
                        planetCopies[planetID] = cPlanet
                    else:
                        cPlanet = planetCopies[planetID]
                    if hasattr(planet, 'owner') and planet.owner == player.oid:
                        queuePlanetNumber, queueEffProd = globalQueueStats[
                            planet.globalQueue]
                        queuePlanetNumber += 1
                        queueEffProd += planet.effProdProd
                        globalQueueStats[planet.globalQueue] = (
                            queuePlanetNumber, queueEffProd)
                        # compute bio and en for system
                        bio += planet.changeBio
                        totalBio += max(0, planet.storBio - planet.minBio)
                        en += planet.changeEn
                        totalEn += max(0, planet.storEn - planet.minEn)
                        # the planet needs to have global queue 0 - the default one - to have its queue reported
                        if hasattr(
                                planet, 'prodQueue'
                        ) and self.win.vPlanets.checked and not planet.globalQueue:
                            totalEtc = 0
                            # compute length of production queue
                            if cPlanet.prodQueue and cPlanet.effProdProd > 0:
                                for task in cPlanet.prodQueue:
                                    if task.isShip:
                                        tech = client.getPlayer().shipDesigns[
                                            task.techID]
                                    else:
                                        tech = client.getFullTechInfo(
                                            task.techID)
                                        if tech.isStructure and hasattr(
                                                task, "demolishStruct"
                                        ) and task.demolishStruct == 0:
                                            # total count of constructing buildings on target
                                            if buildingQuantity.has_key(
                                                    task.targetID):
                                                buildingQuantity[
                                                    task.
                                                    targetID] += task.quantity
                                            else:
                                                buildingQuantity[
                                                    task.
                                                    targetID] = task.quantity

                                            # information about source and target of constructing
                                            if buildingInfo.has_key(
                                                (planetID, task.targetID)):
                                                buildingInfo[(
                                                    planetID, task.targetID
                                                )] += task.quantity
                                            else:
                                                buildingInfo[(
                                                    planetID, task.targetID
                                                )] = task.quantity
                                        elif tech.isProject and tech.id == 3802:
                                            # we are constructing Habitable Surface Expansion
                                            # so after construction we got some new slots on planet
                                            if not task.targetID in planetCopies:
                                                targetPlanet = client.get(
                                                    task.targetID, noUpdate=1)
                                                cPlanet = copy.deepcopy(
                                                    targetPlanet)
                                                planetCopies[
                                                    task.targetID] = cPlanet

                                            planetCopies[
                                                task.
                                                targetID].plSlots += task.quantity

                                    if task.targetID != planetID:
                                        totalEtc += math.ceil(
                                            float(tech.buildProd *
                                                  Rules.buildOnAnotherPlanetMod
                                                  - task.currProd) /
                                            planet.effProdProd)
                                        totalEtc += math.ceil(
                                            (task.quantity - 1) * float(
                                                tech.buildProd *
                                                Rules.buildOnAnotherPlanetMod)
                                            / planet.effProdProd)
                                    else:
                                        totalEtc += math.ceil(
                                            task.quantity *
                                            float(tech.buildProd -
                                                  task.currProd) /
                                            planet.effProdProd)
                                        totalEtc += math.ceil(
                                            (task.quantity - 1) *
                                            float(tech.buildProd) /
                                            planet.effProdProd)
                            else:
                                totalEtc = 99999

                            prodQueueProblems.append(
                                (planetID, totalEtc, len(planet.prodQueue)))

                        # check for structures status
                        if hasattr(planet,
                                   'slots') and self.win.vPlanets.checked:
                            for struct in planet.slots:
                                status = struct[Const.STRUCT_IDX_STATUS]
                                problem = None
                                tech = client.getFullTechInfo(
                                    struct[Const.STRUCT_IDX_TECHID])

                                if hasattr(player, 'techs'):
                                    techEff = Rules.techImprEff[
                                        player.techs.get(
                                            struct[Const.STRUCT_IDX_TECHID],
                                            Rules.techBaseImprovement)]
                                else:
                                    techEff = Rules.techImprEff[
                                        Rules.techBaseImprovement]

                                HPturn = max(1,
                                             int(0.02 * tech.maxHP * techEff))
                                turnsToDestroy = math.ceil(
                                    struct[Const.STRUCT_IDX_HP] / HPturn)

                                if turnsToDestroy < 48:
                                    dispDestr = major
                                    fgColorDestr = gdata.sevColors[gdata.MAJ]
                                    if turnsToDestroy < 24:
                                        dispDestr = critical
                                        fgColorDestr = gdata.sevColors[
                                            gdata.CRI]
                                else:
                                    dispDestr = minor
                                    fgColorDestr = None

                                if not status & Const.STRUCT_STATUS_ON:
                                    # structure is off
                                    if dispDestr:
                                        items.append(
                                            ui.Item(
                                                planet.name,
                                                tOID=planetID,
                                                tType=Const.T_PLANET,
                                                foreground=fgColorDestr,
                                                vDescription=
                                                _('Structure (%s) is off and will be destroyed in %s turns.'
                                                  ) %
                                                (tech.name,
                                                 res.formatTime(turnsToDestroy)
                                                 )))

                                elif status & Const.STRUCT_STATUS_DETER:
                                    problem = _('is deteriorating')
                                    disp = major
                                    fgColor = gdata.sevColors[gdata.MAJ]
                                elif status & Const.STRUCT_STATUS_NOBIO:
                                    problem = _(
                                        'has insufficient supply of biomatter')
                                    disp = info
                                    fgColor = gdata.sevColors[gdata.INFO]
                                elif status & Const.STRUCT_STATUS_NOEN:
                                    problem = _(
                                        'has insufficient supply of energy')
                                    disp = info
                                    fgColor = gdata.sevColors[gdata.INFO]
                                elif status & Const.STRUCT_STATUS_NOPOP:
                                    problem = _(
                                        'has insufficient supply of workers')
                                    disp = info
                                    fgColor = gdata.sevColors[gdata.INFO]
                                elif status & Const.STRUCT_STATUS_REPAIRING:
                                    problem = _('is repairing')
                                    disp = info
                                    fgColor = gdata.sevColors[gdata.INFO]

                                if problem and disp:
                                    items.append(
                                        ui.Item(planet.name,
                                                tOID=planetID,
                                                tType=Const.T_PLANET,
                                                foreground=fgColor,
                                                vDescription=_(
                                                    'Structure (%s) %s.') %
                                                (tech.name, problem)))

                for planetID, quantity in buildingQuantity.items():
                    planet = planetCopies[planetID]
                    # test, if there is total quantity of building as target for this planet
                    if planet.plSlots < len(planet.slots) + quantity and major:
                        # walk infos and search for all planets, that are building
                        # on planet founded above
                        for (sourceID,
                             targetID), quantity in buildingInfo.items():
                            if planetID == targetID:
                                source = client.get(sourceID, noUpdate=1)
                                items.append(
                                    ui.Item(
                                        source.name,
                                        tOID=sourceID,
                                        tType=Const.T_PLANET,
                                        foreground=gdata.sevColors[gdata.MAJ],
                                        vDescription=
                                        _('There is no space for all constructed buildings on %s.'
                                          ) % (planet.name)))

                # check bio for system
                if bio < 0 and self.win.vSystems.checked:
                    disp = minor
                    fgColor = None
                    surplusTurns = totalBio / (-bio)
                    if surplusTurns < 168:
                        disp = major
                        fgColor = gdata.sevColors[gdata.MAJ]
                    if surplusTurns < 48:
                        disp = critical
                        fgColor = gdata.sevColors[gdata.CRI]

                    if disp:
                        if totalBio > 0:
                            items.append(
                                ui.Item(
                                    obj.name,
                                    tOID=obj.oid,
                                    tType=Const.T_SYSTEM,
                                    foreground=fgColor,
                                    vDescription=
                                    _('Bio decreasing - last turn change %d, surplus %d (%s).'
                                      ) % (bio, totalBio,
                                           res.formatTime(surplusTurns))))
                        else:
                            items.append(
                                ui.Item(
                                    obj.name,
                                    tOID=obj.oid,
                                    tType=Const.T_SYSTEM,
                                    foreground=fgColor,
                                    vDescription=
                                    _('Bio decreasing - last turn change %d, surplus %d.'
                                      ) % (bio, totalBio)))

                #check en for system
                if en < 0 and self.win.vSystems.checked:
                    disp = minor
                    fgColor = None
                    surplusTurns = totalEn / (-en)
                    if surplusTurns < 168:
                        disp = major
                        fgColor = gdata.sevColors[gdata.MAJ]
                    if surplusTurns < 48:
                        disp = critical
                        fgColor = gdata.sevColors[gdata.CRI]

                    if disp:
                        if totalEn > 0:
                            items.append(
                                ui.Item(
                                    obj.name,
                                    tOID=obj.oid,
                                    tType=Const.T_SYSTEM,
                                    foreground=fgColor,
                                    vDescription=
                                    _('Energy decreasing - last turn change %d, surplus %d (%s).'
                                      ) % (en, totalEn,
                                           res.formatTime(surplusTurns))))
                        else:
                            items.append(
                                ui.Item(
                                    obj.name,
                                    tOID=obj.oid,
                                    tType=Const.T_SYSTEM,
                                    foreground=fgColor,
                                    vDescription=
                                    _('Energy decreasing - last turn change %d, surplus %d.'
                                      ) % (en, totalEn)))

            # check fleets
            elif obj.type == Const.T_FLEET and self.win.vFleets.checked:
                if hasattr(obj, 'owner') and obj.owner == player.oid:
                    energyReserve = obj.storEn * 100 / obj.maxEn
                    system = None
                    disp = major
                    fgColor = gdata.sevColors[gdata.MAJ]
                    note = _(' and IS NOT refueling')

                    maxRefuelMax = 0
                    if hasattr(obj, 'orbiting') and obj.orbiting:
                        system = client.get(obj.orbiting, noUpdate=1)
                        if hasattr(system, 'planets'):
                            for planetID in system.planets:
                                planet = client.get(planetID, noUpdate=1)
                                if hasattr(planet, 'owner') and hasattr(
                                        planet, 'refuelMax'):
                                    if player.diplomacyRels.has_key(
                                            planet.owner):
                                        dipl = client.getDiplomacyWith(
                                            planet.owner)
                                        if dipl.pacts.has_key(
                                                Const.PACT_ALLOW_TANKING
                                        ) and dipl.pacts[
                                                Const.PACT_ALLOW_TANKING][
                                                    0] == Const.PACT_ACTIVE:
                                            maxRefuelMax = max(
                                                maxRefuelMax, planet.refuelMax)
                                    else:
                                        if planet.owner == player.oid:
                                            maxRefuelMax = max(
                                                maxRefuelMax, planet.refuelMax)

                            if maxRefuelMax > 0:
                                disp = info
                                fgColor = gdata.sevColors[gdata.INFO]
                                note = _(' and IS refueling')
                                if maxRefuelMax <= energyReserve:
                                    note = _(
                                        ' and CAN refuel, but reach planet maximum refuel amount'
                                    )

                    else:
                        continue

                    systemName = res.getUnknownName()
                    if system and hasattr(system, "name"):
                        systemName = system.name

                    # check fleets energy reserve
                    if energyReserve < 50 and maxRefuelMax == 0:
                        disp = major
                        fgColor = gdata.sevColors[gdata.MAJ]
                        if energyReserve < 25 and maxRefuelMax == 0:
                            disp = critical
                            fgColor = gdata.sevColors[gdata.CRI]
                    else:
                        fgColor = gdata.sevColors[gdata.INFO]
                        disp = info

                    # is fleet named?
                    if hasattr(obj, 'customname') and obj.customname:
                        name = obj.customname
                    else:
                        name = getattr(obj, "name", None)

                    if energyReserve == 100 and info and disp:
                        items.append(
                            ui.Item(systemName,
                                    tOID=obj.oid,
                                    tType=Const.T_FLEET,
                                    foreground=gdata.sevColors[gdata.INFO],
                                    vDescription=_(
                                        'Fleet "%s" has full fuel tanks.') %
                                    (name)))
                    elif disp:
                        items.append(
                            ui.Item(
                                systemName,
                                tOID=obj.oid,
                                tType=Const.T_FLEET,
                                foreground=fgColor,
                                vDescription=_(
                                    'Fleet "%s" is low on fuel [%d %%]%s.') %
                                (name, energyReserve, note)))

        queConstValues = [0, 0, 0, 0, 0]
        queEtc = [0, 0, 0, 0, 0]
        for queue in xrange(5):
            quePlanets, queEffProd = globalQueueStats[queue]
            for task in player.prodQueues[queue]:
                if task.isShip:
                    tech = client.getPlayer().shipDesigns[task.techID]
                else:
                    tech = client.getFullTechInfo(task.techID)
                queConstValues[queue] += task.quantity * tech.buildProd
            if queEffProd > 0:
                queEtc[queue] = math.ceil(
                    float(queConstValues[queue]) / queEffProd)
            else:
                queEtc[queue] = 99999

        # creation of items with production queue [default one] problems
        for planetID, totalEtc, queueLen in prodQueueProblems:
            planet = client.get(planetID, noUpdate=1)

            # check empty production queue
            if queueLen == 0 and planet.effProdProd > 0 and queConstValues[
                    0] == 0 and critical:
                items.append(
                    ui.Item(planet.name,
                            tOID=planetID,
                            tType=Const.T_PLANET,
                            foreground=gdata.sevColors[gdata.CRI],
                            vDescription=_('Production queue is empty.')))

            # check end of production queue
            if totalEtc + queEtc[0] < 48:
                fgColor = None
                disp = minor
                if totalEtc + queEtc[0] < 24:
                    disp = major
                    fgColor = gdata.sevColors[gdata.MAJ]
                    if disp:
                        items.append(
                            ui.Item(
                                planet.name,
                                tOID=planetID,
                                tType=Const.T_PLANET,
                                foreground=fgColor,
                                vDescription=_(
                                    'Production queue may end in {0} turns ({1} directly in planet queue), {2} item(s) on list.'
                                    .format(
                                        res.formatTime(totalEtc + queEtc[0]),
                                        res.formatTime(totalEtc), queueLen))))

        # creation of items with global queue problems
        for queue in xrange(1, 5):
            queName = res.globalQueueName(queue)
            quePlanets = globalQueueStats[queue][0]
            # check empty global production queue with at least one planet [so its relevant]
            if queConstValues[queue] == 0 and quePlanets > 0 and critical:
                items.append(
                    ui.Item(
                        _('Global queue ' + queName),
                        tType=Const.T_QUEUE,
                        foreground=gdata.sevColors[gdata.CRI],
                        vDescription=_(
                            'Global production queue {0} used by {1} planet(s) is empty.'
                            .format(queName, quePlanets))))

            # check end of global production queue
            elif queEtc[queue] < 48:
                fgColor = None
                disp = minor
                if queEtc[queue] < 24:
                    disp = major
                    fgColor = gdata.sevColors[gdata.MAJ]
                if disp:
                    items.append(
                        ui.Item(
                            _('Global queue ' + queName),
                            tType=Const.T_QUEUE,
                            foreground=fgColor,
                            vDescription=_(
                                'Global production queue {0} used by {1} planet(s) runs out in {2} turns.'
                                .format(queName, quePlanets,
                                        res.formatTime(queEtc[queue])))))

        # check research queue
        if self.win.vResearch.checked:
            totalEtc = 0
            # compute length of research queue
            for task in player.rsrchQueue:
                tech = client.getTechInfo(task.techID)
                fulltech = client.getFullTechInfo(task.techID)
                researchSci = Utils.getTechRCost(player, task.techID,
                                                 task.improvement)
                maxImprovement = min(Rules.techMaxImprovement,
                                     fulltech.maxImprovement)
                maxImpTotalSci = 0
                if task.improveToMax and task.improvement < maxImprovement:
                    for impr in range(task.improvement + 1,
                                      maxImprovement + 1):
                        maxImpTotalSci += Utils.getTechRCost(
                            player, task.techID, impr)
                if task.changeSci > 0:
                    value = float(researchSci - task.currSci) / max(
                        task.changeSci, player.effSciPoints)
                    totalEtc += int(value + 1)
                    if player.effSciPoints != 0:
                        totalEtc += float(maxImpTotalSci) / player.effSciPoints
                elif task.changeSci < 0:
                    totalEtc -= float(task.currSci) / min(
                        task.changeSci, player.effSciPoints)
                elif player.effSciPoints > 0:
                    value = float(researchSci) / player.effSciPoints
                    totalEtc += int(value + 1)
                    totalEtc += float(maxImpTotalSci) / player.effSciPoints
                else:
                    totalEtc = 99999
                    break

            # check empty research queue
            if totalEtc == 0 and len(
                    player.rsrchQueue
            ) == 0 and player.effSciPoints > 0 and major:
                items.append(
                    ui.Item(_('Research'),
                            tType=Const.T_TECHNOLOGY,
                            foreground=gdata.sevColors[gdata.MAJ],
                            vDescription=_('Research queue is empty.')))
            # check short reseach queue
            elif totalEtc < 48:
                disp = minor
                fgColor = None
                if totalEtc < 24:
                    disp = major
                    fgColor = gdata.sevColors[gdata.MAJ]

                if disp:
                    items.append(
                        ui.Item(
                            _('Research'),
                            tType=Const.T_TECHNOLOGY,
                            foreground=fgColor,
                            vDescription=
                            _('Research queue ends in %s turns, %d item(s) on list.'
                              ) % (res.formatTime(totalEtc),
                                   len(player.rsrchQueue))))

        self.win.vProblems.items = items
        self.win.vProblems.itemsChanged()
Exemplo n.º 13
0
 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)
Exemplo n.º 14
0
 def show(self):
     player_highlight = -1
     if gdata.config.game.highlight != None:
         player_highlight = gdata.config.game.highlight
     player = client.getPlayer()
     # build contact list
     items = []
     if self.win.vContacts.selection:
         self.selectedPartyID = self.win.vContacts.selection[0].tContactID
     else:
         self.selectedPartyID = None
     selected = None
     for contactID in player.diplomacyRels:
         contact = client.get(contactID, publicOnly=1)
         dipl = client.getDiplomacyWith(contactID)
         if dipl.relChng > 0:
             relation = _("%s +") % _(gdata.relationNames[int(
                 dipl.relation / 125)])
         elif dipl.relChng < 0:
             relation = _("%s -") % _(gdata.relationNames[int(
                 dipl.relation / 125)])
         else:
             relation = _("%s") % _(gdata.relationNames[int(
                 dipl.relation / 125)])
         if player.voteFor == contactID:
             contactName = _("%s [elect]") % contact.name
         else:
             contactName = contact.name
         #f int(player_highlight) == (contactID):
         #    colortemp = gdata.playerHighlightColor
         #lse:
         #    colortemp = res.getFFColorCode(dipl.relation)
         colortemp = res.getPlayerColor(contactID)
         if hasattr(dipl, "stats") and dipl.stats:
             item = ui.Item(
                 contactName,
                 tContactID=contactID,
                 tRelation=relation,
                 tRelation_raw=dipl.relation,
                 tPopulation=dipl.stats.storPop,
                 tPlanets=dipl.stats.planets,
                 tStructures=dipl.stats.structs,
                 tProduction=dipl.stats.prodProd,
                 tScience=dipl.stats.prodSci,
                 tFleetPwr=dipl.stats.fleetPwr,
                 tContact=(_("-"), _("Mobile"),
                           _("Static"))[dipl.contactType],
                 foreground=colortemp,
                 tooltipTitle=_("Relation"),
                 tooltip=_("Relation %d, change %+d") %
                 (dipl.relation, dipl.relChng),
                 statustip=_("Relation %d, change %+d") %
                 (dipl.relation, dipl.relChng),
             )
         else:
             item = ui.Item(
                 contactName,
                 tContactID=contactID,
                 tRelation=relation,
                 tRelation_raw=dipl.relation,
                 tPopulation="-",
                 tPlanets="-",
                 tStructures="-",
                 tProduction="-",
                 tScience="-",
                 tFleetPwr="-",
                 tContact=(_("None"), _("Mobile"),
                           _("Static"))[dipl.contactType],
                 foreground=colortemp,
             )
         items.append(item)
         if self.selectedPartyID == contactID:
             selected = item
     # player
     if player.voteFor == player.oid:
         contactName = _("%s [elect]") % player.name
     else:
         contactName = player.name
     item = ui.Item(
         contactName,
         tContactID=player.oid,
         tRelation="-",
         tRelation_raw=10000,
         tPopulation=getattr(player.stats, "storPop", "?"),
         tPlanets=getattr(player.stats, "planets", "?"),
         tStructures=getattr(player.stats, "structs", "?"),
         tProduction=getattr(player.stats, "prodProd", "?"),
         tScience=getattr(player.stats, "prodSci", "?"),
         tFleetPwr=getattr(player.stats, "fleetPwr", "?"),
         tContact="-",
         foreground=res.getFFColorCode(Const.REL_UNITY),
     )
     items.append(item)
     if self.selectedPartyID == player.oid:
         selected = item
     self.win.vContacts.items = items
     self.win.vContacts.selectItem(selected)
     self.win.vContacts.itemsChanged()
     # voting
     if self.galaxyScenario == Const.SCENARIO_OUTERSPACE:
         # this is just in case we reloged
         self.win.vAbstain.visible = 1
         self.win.vVoteFor.visible = 1
         self.win.vAbstain.enabled = player.voteFor != Const.OID_NONE
         if selected:
             self.win.vVoteFor.enabled = selected.tContactID != player.voteFor
         else:
             self.win.vVoteFor.enabled = 0
     else:
         self.win.vAbstain.visible = 0
         self.win.vVoteFor.visible = 0
     # pacts
     items = []
     selected = None
     if self.selectedPartyID and self.selectedPartyID != player.oid:
         dipl, self.partyDipl = client.cmdProxy.getPartyDiplomacyRels(
             player.oid, self.selectedPartyID)
         if not dipl:
             dipl = client.getDiplomacyWith(self.selectedPartyID)
         for pactID in gdata.pacts:
             pactSpec = Rules.pactDescrs[pactID]
             if dipl.relation < pactSpec.validityInterval[0] or \
                 dipl.relation > pactSpec.validityInterval[1]:
                 continue
             if pactID in dipl.pacts:
                 pactState1 = dipl.pacts[pactID][0]
                 if self.partyDipl:
                     pactState2 = self.partyDipl.pacts.get(
                         pactID, [Const.PACT_OFF])[0]
                     pactState2Text = _(gdata.pactStates[pactState2])
                 else:
                     pactState2 = Const.PACT_OFF
                     pactState2Text = _("N/A")
                 item = ui.Item(
                     _(gdata.pactNames[pactID]),
                     tState1=_(gdata.pactStates[pactState1]),
                     tState2=pactState2Text,
                     tPactState=pactState1,
                     foreground=gdata.sevColors[(gdata.DISABLED, gdata.INFO,
                                                 gdata.MIN)[min(
                                                     pactState1,
                                                     pactState2)]])
             else:
                 if self.partyDipl:
                     pactState2 = self.partyDipl.pacts.get(
                         pactID, [Const.PACT_OFF])[0]
                     pactState2Text = _(gdata.pactStates[pactState2])
                 else:
                     pactState2 = Const.PACT_OFF
                     pactState2Text = _("N/A")
                 item = ui.Item(_(gdata.pactNames[pactID]),
                                tState1=_(gdata.pactStates[Const.PACT_OFF]),
                                tState2=pactState2Text,
                                tPactState=Const.PACT_OFF,
                                foreground=gdata.sevColors[gdata.DISABLED])
             item.tPactID = pactID
             if pactID == self.selectedPactID:
                 selected = item
             items.append(item)
     self.win.vPacts.items = items
     self.win.vPacts.selectItem(selected)
     self.win.vPacts.itemsChanged()
     # Higlight buttons
     if gdata.config.defaults.highlights == 'yes':
         self.win.vHighlight.enabled = 0
         self.win.vUHighlight.enabled = 1
     else:
         self.win.vHighlight.enabled = 1
         self.win.vUHighlight.enabled = 0
     self.onPactSelected(None, None, None)
Exemplo n.º 15
0
	def show(self):
		player = client.getPlayer()
		# title
		self.win.vRQueueTitle.text = _('Research queue [%d pts/turn]') % (
			player.effSciPoints,
		)
		self.win.title = _("Research [TL%d]") % player.techLevel
		# Known techs
		items = []
		#~researchable = {}
		disabled = []
		taskIDs = {}
		for task in player.rsrchQueue:
			taskIDs[task.techID] = None
		for techID in player.techs.keys():
			tech = client.getTechInfo(techID)
			improvement = player.techs[techID]
			item = ui.Item(tech.name,
				techID = techID,
				tLevel = '%d-%d' % (tech.level, improvement),
				tStruct = (' ', '*')[tech.isStructure],
				tShip = (' ', '*')[tech.isShipEquip],
			)
			if improvement < Rules.techMaxImprovement and improvement < tech.maxImprovement:
				neededSci = Utils.getTechRCost(player, techID)
				if player.effSciPoints > 0:
					item.tETC = res.formatTime(float(neededSci) / player.effSciPoints)
				else:
					item.tETC = _("N/A")
				found = 0
				if taskIDs.has_key(techID):
					item.foreground = (0xd0, 0xd0, 0xd0)
				else:
					item.foreground = None
			else:
				item.tETC = res.getNA()
				item.foreground = (0x80, 0x80, 0x80)
				if not self.showCompleted:
					# skip this item
					continue
			items.append(item)
			disabled.extend(tech.researchDisables)
			#~for improvement in range(1, improvement + 1):
			#~	for techID in tech.researchEnables[improvement]:
			#~		researchable[techID] = 1
		self.win.vKTechs.items = items
		self.win.vKTechs.itemsChanged()
		# Research queue
		items = []
		index = 0
		queueTechs = []
		total = 0
		for task in player.rsrchQueue:
			tech = client.getTechInfo(task.techID)
			fulltech = client.getFullTechInfo(task.techID)
			queueTechs.append(task.techID)
			item = ui.Item(tech.name, techID = task.techID, index = index)
			researchSci = Utils.getTechRCost(player, task.techID, task.improvement)
			maxImprovement = min(Rules.techMaxImprovement,fulltech.maxImprovement)
			maxImpTotalSci = 0
			if task.improveToMax and task.improvement < maxImprovement:
				for impr in range(task.improvement+1,maxImprovement+1):
					maxImpTotalSci += Utils.getTechRCost(player, task.techID, impr)
			item.tooltip = _("Research points %d/%d, change %d pts/turn.") % (task.currSci, researchSci, task.changeSci)
			item.statustip = item.tooltip
			item.tImpToMax = ["", "*"][task.improveToMax]
			item.tImproveToMax = task.improveToMax
			if task.currSci > 0:
				item.tProgress = _("%d %%") % int(task.currSci * 100 / researchSci)
			else:
				item.tProgress = _("-")
			if task.changeSci > 0:
				value = float(researchSci - task.currSci) / max(task.changeSci, player.effSciPoints)
				total += int(value + 1)
				if player.effSciPoints > 0:
					total += float(maxImpTotalSci) / player.effSciPoints
					item.tETC = res.formatTime(value)
				else:
					total = 0
					item.tETC = res.getNA()
			elif task.changeSci < 0:
				value = - float(task.currSci) / min(task.changeSci, player.effSciPoints)
				item.tETC = _("[%s]") % res.formatTime(value)
			elif player.effSciPoints > 0:
				value = float(researchSci) / player.effSciPoints
				total += int(value + 1)
				total += float(maxImpTotalSci) / player.effSciPoints
				item.tETC = res.formatTime(value)
			else:
				item.tETC = res.getNA()
			item.tLevel = _("%d-%d") % (tech.level, task.improvement)
			items.append(item)
			index += 1
		self.win.vRQueue.items = items
		self.win.vRQueue.itemsChanged()
		self.win.vRQueueTop.enabled = 0
		self.win.vRQueueUp.enabled = 0
		self.win.vRQueueDown.enabled = 0
		self.win.vRQueueAbort.enabled = 0
		self.win.vRQueueRepat.enabled = 0
		self.win.vRQueueRepat.pressed = 0
		self.win.vRQueueInfo.enabled = 0
		if total == 0:
			self.win.vRTotal.text = _("N/A")
		else:
			self.win.vRTotal.text = res.formatTime(total)
		# Researchable techs
		items = []
		for techID in client.getAllTechIDs():
			if player.techs.has_key(techID)	or techID in queueTechs \
				or techID in disabled:
				continue
			# can check requirements
			tech = client.getTechInfo(techID)
			if not hasattr(tech, "partialData"):
				continue
			item = ui.Item(tech.name, tLevel = tech.level, techID = techID)
			if hasattr(tech, 'isStructure'): item.tStruct = ('', '*')[tech.isStructure]
			else: item.tStruct = ''
			if hasattr(tech, 'isShipEquip'): item.tShip = ('', '*')[tech.isShipEquip]
			else: item.tShip = ''
			if hasattr(tech, 'researchMod'):
				neededSci = Utils.getTechRCost(player, techID)
				if player.effSciPoints > 0:
					item.tETC = res.formatTime(float(neededSci) / player.effSciPoints)
				else:
					item.tETC = _("N/A")
				item.foreground = None
			else:
				item.tSci = res.getNA()
				item.foreground = (0xc0, 0xc0, 0xc0)
				# skip this item
				continue
			if hasattr(tech, "researchDisables") and tech.researchDisables:
				item.foreground = (0xff, 0xff, 0x00)
			if client.getFullTechInfo(techID).finishResearchHandler == TechHandlers.finishResTLAdvance:
					item.foreground = gdata.sevColors[gdata.CRI]
			items.append(item)
		self.win.vRTechs.items = items
		self.win.vRTechs.itemsChanged()
Exemplo n.º 16
0
 def show(self):
     items = []
     if self.showInheritance:
         items.append(
             ui.Item(_("Dmg vs Small (min)"),
                     tSm=self.sm_min[0],
                     tMed=self.med_min[0],
                     tLg=self.lg_min[0]))
         items.append(
             ui.Item(_("Dmg vs Small (max)"),
                     tSm=self.sm_max[0],
                     tMed=self.med_max[0],
                     tLg=self.lg_max[0]))
         items.append(ui.Item(_(" "), tSm='', tMed='', tLg=''))
         items.append(
             ui.Item(_("Dmg vs Medium (min)"),
                     tSm=int(self.sm_min[1] +
                             self.sm_min[0] * Rules.weaponDmgDegrade[1]),
                     tMed=int(self.med_min[1] +
                              self.med_min[0] * Rules.weaponDmgDegrade[1]),
                     tLg=int(self.lg_min[1] +
                             self.lg_min[0] * Rules.weaponDmgDegrade[1])))
         items.append(
             ui.Item(_("Dmg vs Medium (max)"),
                     tSm=int(self.sm_max[1] +
                             self.sm_max[0] * Rules.weaponDmgDegrade[1]),
                     tMed=int(self.med_max[1] +
                              self.med_max[0] * Rules.weaponDmgDegrade[1]),
                     tLg=int(self.lg_max[1] +
                             self.lg_max[0] * Rules.weaponDmgDegrade[1])))
         items.append(ui.Item(_(" "), tSm='', tMed='', tLg=''))
         items.append(
             ui.Item(_("Dmg vs Large (min)"),
                     tSm=int(self.sm_min[2] +
                             self.sm_min[1] * Rules.weaponDmgDegrade[1] +
                             self.sm_min[0] * Rules.weaponDmgDegrade[2]),
                     tMed=int(self.med_min[2] +
                              self.med_min[1] * Rules.weaponDmgDegrade[1] +
                              self.med_min[0] * Rules.weaponDmgDegrade[2]),
                     tLg=int(self.lg_min[2] +
                             self.lg_min[1] * Rules.weaponDmgDegrade[1] +
                             self.lg_min[0] * Rules.weaponDmgDegrade[2])))
         items.append(
             ui.Item(_("Dmg vs Large (max)"),
                     tSm=int(self.sm_max[2] +
                             self.sm_max[1] * Rules.weaponDmgDegrade[1] +
                             self.sm_max[0] * Rules.weaponDmgDegrade[2]),
                     tMed=int(self.med_max[2] +
                              self.med_max[1] * Rules.weaponDmgDegrade[1] +
                              self.med_max[0] * Rules.weaponDmgDegrade[2]),
                     tLg=int(self.lg_max[2] +
                             self.lg_max[1] * Rules.weaponDmgDegrade[1] +
                             self.lg_max[0] * Rules.weaponDmgDegrade[2])))
         items.append(ui.Item(_(" "), tSm='', tMed='', tLg=''))
         items.append(
             ui.Item(_("Dmg vs Planet (min)"),
                     tSm=int(self.sm_min[3] +
                             self.sm_min[2] * Rules.weaponDmgDegrade[1] +
                             self.sm_min[1] * Rules.weaponDmgDegrade[2] +
                             self.sm_min[0] * Rules.weaponDmgDegrade[3]),
                     tMed=int(self.med_min[3] +
                              self.med_min[2] * Rules.weaponDmgDegrade[1] +
                              self.med_min[1] * Rules.weaponDmgDegrade[2] +
                              self.med_min[0] * Rules.weaponDmgDegrade[3]),
                     tLg=int(self.lg_min[3] +
                             self.lg_min[2] * Rules.weaponDmgDegrade[1] +
                             self.lg_min[1] * Rules.weaponDmgDegrade[2] +
                             self.lg_min[0] * Rules.weaponDmgDegrade[3])))
         items.append(
             ui.Item(_("Dmg vs Planet (max)"),
                     tSm=int(self.sm_max[3] +
                             self.sm_max[2] * Rules.weaponDmgDegrade[1] +
                             self.sm_max[1] * Rules.weaponDmgDegrade[2] +
                             self.sm_max[0] * Rules.weaponDmgDegrade[3]),
                     tMed=int(self.med_max[3] +
                              self.med_max[2] * Rules.weaponDmgDegrade[1] +
                              self.med_max[1] * Rules.weaponDmgDegrade[2] +
                              self.med_max[0] * Rules.weaponDmgDegrade[3]),
                     tLg=int(self.lg_max[3] +
                             self.lg_max[2] * Rules.weaponDmgDegrade[1] +
                             self.lg_max[1] * Rules.weaponDmgDegrade[2] +
                             self.lg_max[0] * Rules.weaponDmgDegrade[3])))
     else:
         items.append(
             ui.Item(_("Dmg vs Small (min)"),
                     tSm=self.sm_min[0],
                     tMed=self.med_min[0],
                     tLg=self.lg_min[0]))
         items.append(
             ui.Item(_("Dmg vs Small (max)"),
                     tSm=self.sm_max[0],
                     tMed=self.med_max[0],
                     tLg=self.lg_max[0]))
         items.append(ui.Item(_(" "), tSm='', tMed='', tLg=''))
         items.append(
             ui.Item(_("Dmg vs Medium (min)"),
                     tSm=self.sm_min[1],
                     tMed=self.med_min[1],
                     tLg=self.lg_min[1]))
         items.append(
             ui.Item(_("Dmg vs Medium (max)"),
                     tSm=self.sm_max[1],
                     tMed=self.med_max[1],
                     tLg=self.lg_max[1]))
         items.append(ui.Item(_(" "), tSm='', tMed='', tLg=''))
         items.append(
             ui.Item(_("Dmg vs Large (min)"),
                     tSm=self.sm_min[2],
                     tMed=self.med_min[2],
                     tLg=self.lg_min[2]))
         items.append(
             ui.Item(_("Dmg vs Large (max)"),
                     tSm=self.sm_max[2],
                     tMed=self.med_max[2],
                     tLg=self.lg_max[2]))
         items.append(ui.Item(_(" "), tSm='', tMed='', tLg=''))
         items.append(
             ui.Item(_("Dmg vs Planet (min)"),
                     tSm=self.sm_min[3],
                     tMed=self.med_min[3],
                     tLg=self.lg_min[3]))
         items.append(
             ui.Item(_("Dmg vs Planet (max)"),
                     tSm=self.sm_max[3],
                     tMed=self.med_max[3],
                     tLg=self.lg_max[3]))
     items.append(ui.Item(_(" "), tSm='', tMed='', tLg=''))
     items.append(
         ui.Item(_("Total Ships"),
                 tSm=self.sm['num'],
                 tMed=self.med['num'],
                 tLg=self.lg['num']))
     items.append(
         ui.Item(_("Total HPs"),
                 tSm=self.sm['hp'],
                 tMed=self.med['hp'],
                 tLg=self.lg['hp']))
     items.append(
         ui.Item(_("Total Shields"),
                 tSm=self.sm['sh'],
                 tMed=self.med['sh'],
                 tLg=self.lg['sh']))
     items.append(ui.Item(_(" "), tSm='', tMed='', tLg=''))
     smnum = max(self.sm['num'], 1)
     mednum = max(self.med['num'], 1)
     lgnum = max(self.lg['num'], 1)
     items.append(
         ui.Item(_("Average ATT"),
                 tSm=round(1.0 * self.sm['catt'] / smnum, 1),
                 tMed=round(1.0 * self.med['catt'] / mednum, 1),
                 tLg=round(1.0 * self.lg['catt'] / lgnum, 1)))
     items.append(
         ui.Item(_("Average DEF"),
                 tSm=round(1.0 * self.sm['cdef'] / smnum, 1),
                 tMed=round(1.0 * self.med['cdef'] / mednum, 1),
                 tLg=round(1.0 * self.lg['cdef'] / lgnum, 1)))
     items.append(
         ui.Item(_("Average Missile DEF"),
                 tSm=round(1.0 * self.sm['mdef'] / smnum, 1),
                 tMed=round(1.0 * self.med['mdef'] / mednum, 1),
                 tLg=round(1.0 * self.lg['mdef'] / lgnum, 1)))
     self.win.vClassData.items = items
     self.win.vClassData.itemsChanged()
Exemplo n.º 17
0
 def onForumSelected(self, widget, action, data):
     selItem = self.win.vForums.selection[0]
     if selItem.tObjID == OID_NONE:
         # select last valid
         for item in self.win.vForums.items:
             if item.tObjID == self.selectedObjID and \
              item.tForum == self.selectedForum:
                 self.win.vForums.selectItem(item)
                 break
         return
     self.selectedObjID = selItem.tObjID
     self.selectedForum = selItem.tForum
     self.selectedType = selItem.tType
     self.win.vNewTopic.enabled = 1
     self.win.vAllReaded.enabled = 1
     self.win.vDeleteAll.enabled = 1
     player = client.getPlayer()
     playerid = player.oid
     objMessages = client.get(selItem.tObjID)._messages
     ids = objMessages.keys()
     ids.sort()
     ids.reverse()
     topics = []
     items = []
     for messageID in ids:
         message = objMessages[messageID]
         if message["forum"] == selItem.tForum:
             # ignore by universe, local (private messages), or galaxy
             if selItem.tObjID == OID_UNIVERSE:
                 if message["sender"] in self.uignore:
                     continue
             elif selItem.tObjID == playerid:
                 if message["sender"] in self.lignore:
                     continue
             else:
                 if message["sender"] in self.gignore:
                     continue
             # regenerate topics for messages with data
             if message.has_key("data") and message["topic"] == "EVENT":
                 sourceID, msgID, locationID, turn, data = message["data"]
                 message["topic"] = messages.getMsgText(msgID,
                                                        data).split("\n")[0]
             topic = message["topic"]
             item = ui.Item(topic)
             if topic not in topics:
                 topics.append(topic)
                 #item = ui.Item(topic, tObjID = selItem.tObjID, tForum = selItem.tForum,
                 #	tMgsId = -1, font = "normal-bold")
                 #items.append(item)
             if message.has_key("data"):
                 sourceID, msgID, locationID, turn, data = message["data"]
                 item.tLocationID = locationID
                 item.tSourceID = sourceID
                 obj = client.get(sourceID, noUpdate=1,
                                  publicOnly=1)  #Custom name in "sender"
                 if hasattr(obj, 'customname') and obj.customname:
                     item.tSender = _('"%s"') % obj.customname
                 else:
                     item.tSender = message["sender"]
                 foreground = gdata.sevColors[messages.getMsgSeverity(
                     msgID)]
                 if message["readed"]:
                     state = _(" ")
                 else:
                     state = _("N")
             else:
                 item.tSender = message["sender"]
                 if message["readed"]:
                     foreground = gdata.sevColors[gdata.NONE]
                     if message["replied"]:
                         state = _("R")
                     else:
                         state = _(" ")
                 else:
                     foreground = gdata.sevColors[gdata.MIN]
                     state = _("N")
             date = time.strftime(_("%m-%d %H:%M"),
                                  time.localtime(message["time"]))
             #if date == time.strftime(_("%Y-%m-%d"), time.localtime()):
             #	date = time.strftime(_("%H:%M"), time.localtime(message["time"]))
             item.tObjID = selItem.tObjID
             item.tForum = selItem.tForum
             item.tMsgID = messageID
             item.foreground = foreground
             item.tState = state
             item.tDate = date
             item.tDate_raw = message["time"]
             item.tType = selItem.tType
             items.append(item)
     self.win.vMessages.items = items
     self.win.vMessages.itemsChanged()
     if self.selectedForum != "EVENTS":
         # reset messages scrollbar position
         self.win.vMessages.bar.slider.position = 0
     self.win.vMessages.itemsChanged()
     self.win.vMessage.text = [""]
     self.win.vReply.enabled = 0
     self.win.vNewTopic.enabled = gdata.mailboxSpec[
         selItem.tType, selItem.tForum][1] != None
     self.win.vDelete.enabled = len(self.win.vMessages.selection) > 0
Exemplo n.º 18
0
 def createUI(self):
     w, h = gdata.scrnSize
     self.win = ui.Window(
         self.app,
         modal=1,
         escKeyClose=1,
         titleOnly=w == 800 and h == 600,
         movable=0,
         title=_("Messages and events"),
         rect=ui.Rect((w - 800 - 4 * (w != 800)) / 2,
                      (h - 600 - 4 * (h != 600)) / 2, 800 + 4 * (w != 800),
                      580 + 4 * (h != 600)),
         layoutManager=ui.SimpleGridLM(),
     )
     self.win.subscribeAction('*', self)
     # forums
     ui.Listbox(self.win,
                layout=(0, 0, 10, 27),
                id="vForums",
                columns=((_("Channel"), "text", 5.5, ui.ALIGN_W),
                         (_("#"), "tMsgs", 4.5, ui.ALIGN_E)),
                columnLabels=1,
                action="onForumSelected",
                sortable=0)
     # topics
     ui.Listbox(self.win,
                layout=(10, 0, 30, 15),
                id="vMessages",
                columns=(
                    (_(" "), "tState", 1, ui.ALIGN_NONE),
                    (_("Date"), "tDate", 4, ui.ALIGN_W),
                    (_("Sender"), "tSender", 7, ui.ALIGN_W),
                    (_("Subject"), "text", 0, ui.ALIGN_W),
                ),
                columnLabels=1,
                action="onMessageSelected",
                rmbAction="onPostMenu")
     # messages
     ui.Button(self.win,
               layout=(10, 15, 5, 1),
               text=_("To clipboard"),
               action="onToClipboard",
               id="vToClipboard",
               enabled=0)
     ui.Button(self.win,
               layout=(15, 15, 5, 1),
               text=_("New subject"),
               action="onNewTopic",
               id="vNewTopic",
               enabled=0)
     ui.Button(self.win,
               layout=(20, 15, 5, 1),
               text=_("Reply"),
               action="onReply",
               id="vReply",
               enabled=0)
     ui.Button(self.win,
               layout=(25, 15, 5, 1),
               text=_("Read all"),
               action="onAllReaded",
               id="vAllReaded",
               enabled=0)
     ui.Button(self.win,
               layout=(30, 15, 5, 1),
               text=_("Delete"),
               action="onDelete",
               id="vDelete",
               enabled=0)
     ui.Button(self.win,
               layout=(35, 15, 5, 1),
               text=_("Delete all"),
               action="onDeleteAll",
               id="vDeleteAll",
               enabled=0)
     s = ui.Scrollbar(self.win, layout=(39, 16, 1, 11))
     t = ui.Text(self.win,
                 layout=(10, 16, 29, 11),
                 id="vMessage",
                 editable=0)
     t.attachVScrollbar(s)
     # status bar
     ui.TitleButton(self.win,
                    layout=(30, 27, 5, 1),
                    text=_('Refresh'),
                    action='onRefresh')
     ui.TitleButton(self.win,
                    layout=(35, 27, 5, 1),
                    text=_('Close'),
                    action='onClose')
     ui.Title(self.win,
              id='vStatusBar',
              layout=(0, 27, 30, 1),
              align=ui.ALIGN_W)
     #@self.win.statusBar = self.win.vStatusBar
     # event menu
     self.eventPopup = ui.Menu(self.app,
                               title=_("Message actions"),
                               items=[
                                   ui.Item(_("Show location"),
                                           action="onShowLoc"),
                                   ui.Item(_("Show source"),
                                           action="onShowSource"),
                                   ui.Item(
                                       _("Show location and delete msg"),
                                       action="onShowLocDel"),
                                   ui.Item(_("Show source and delete msg"),
                                           action="onShowSourceDel"),
                                   ui.Item(_("Delete"), action="onDelete"),
                               ])
     self.eventPopup.subscribeAction("*", self)
Exemplo n.º 19
0
 def createUI(self):
     w, h = gdata.scrnSize
     lw, lh = w / 20, h / 20
     self.win = ui.Window(
         self.app,
         modal=1,
         decorated=0,
         alwaysInBackground=1,
         movable=0,
         rect=ui.Rect(0, 0, w, h),
         layoutManager=ui.SimpleGridLM(),
     )
     self.win.subscribeAction('*', self)
     # map
     self.mapWidget = StarMapWidget(self.win,
                                    id='vStarMap',
                                    action='onSelectMapObj',
                                    layout=(0, 1, lw, lh - 2))
     self.searchDlg.mapWidget = self.mapWidget
     self.win.callEventHandler = self.mapWidget
     self.mapWidget.callEventHandler = self
     # bottom
     ui.Label(
         self.win,
         id='vStatus',
         align=ui.ALIGN_W,
         layout=(0, lh - 1, lw - 16, 1),
     )
     ui.Label(
         self.win,
         id='vTurn',
         align=ui.ALIGN_E,
         text='????.??',
         font='normal-bold',
         layout=(lw - 4, lh - 1, 4, 1),
     )
     # top
     ui.Button(self.win,
               layout=(0, 0, 4, 1),
               text=_('Messages'),
               action='onMessages',
               id="vMessages")
     ui.Button(self.win,
               layout=(4, 0, 4, 1),
               text=_('Research'),
               action='onResearch')
     ui.Button(self.win,
               layout=(8, 0, 4, 1),
               text=_('Diplomacy'),
               id="vDiplomacy",
               action='onDiplomacy',
               enabled=0)
     ui.Button(self.win,
               layout=(12, 0, 4, 1),
               text=_('Constr'),
               id="vConstruction",
               action='onConstruction',
               enabled=0)
     ui.Button(self.win,
               layout=(16, 0, 4, 1),
               text=_('Planets'),
               id="vPlanetsMenu",
               action='onPlanetsMenu',
               enabled=1)
     ui.Button(self.win,
               layout=(20, 0, 4, 1),
               text=_('Fleets'),
               id="vFleetsMenu",
               action='onFleetsMenu',
               enabled=1)
     ui.Button(self.win,
               layout=(24, 0, 4, 1),
               text=_('Overview'),
               id="vOverview",
               action='onOverview',
               enabled=1)
     ui.Title(self.win, layout=(28, 0, lw - 37, 1))
     ui.Button(self.win,
               layout=(lw - 9, 0, 4, 1),
               text=_('Problems'),
               action='onProblems')
     ui.Button(self.win,
               layout=(lw - 5, 0, 5, 1),
               text=_('Menu'),
               action='onMenu')
     self.app.statusBar = self.win.vStatus
     self.app.setStatus(_('Ready.'))
     # system menu
     self.systemMenu = ui.Menu(
         self.app,
         title=_("Menu"),
         width=5,
         items=[
             ui.Item(_("Find system"), action="onSearch",
                     hotkey=u'\x66'),  # F
             ui.Item(_("Statistics"), action="onStats",
                     hotkey=u'\x73'),  # S
             ui.Item(_("Save View"), action="onSaveView",
                     hotkey=u'\x76'),  # V
             ui.Item(_("Save Starmap"), action="onSaveStarmap"),
             ui.Item(_("Options"), action="onOptions", hotkey=u'\x6F'),  # O
             ui.Item(_("--------"), enabled=False),
             ui.Item(
                 _("Finish galaxy"),
                 action="galaxyFinishButton",
                 enabled=False,
                 data=True
             ),  # no hotkey; if this position moved, you need to update finishGalaxy's "self.systemMenu.items" lines to reference new index position
             ui.Item(_("Resign"), action="onResign"),  # no hotkey
             ui.Item(_("--------"), enabled=False),
             ui.Item(_("Exit"), action="onExit",
                     hotkey=u'\x71'),  # Q (also directly CTRL+F12)
         ])
     self.systemMenu.subscribeAction("*", self)
     self.systemFleetMenu = ui.Menu(
         self.app,
         title=_("Fleets"),
         width=4,
         items=[
             ui.Item(_("Fleet List"), action="onFleets",
                     hotkey=u'\x66'),  # F
             ui.Item(_("Analysis"),
                     action="onFleetAnalysis",
                     hotkey=u'\x61'),  # A
         ])
     self.systemFleetMenu.subscribeAction("*", self)
     self.systemPlanetMenu = ui.Menu(
         self.app,
         title=_("Planets"),
         width=5,
         items=[
             ui.Item(_("Planet List"), action="onPlanets",
                     hotkey=u'\x70'),  # P
             ui.Item(_("System List"), action="onSystems",
                     hotkey=u'\x73'),  # S
             ui.Item(_("Global queues"), action="onGlobalQueues"),
             ui.Item(_("Analysis"),
                     action="onPlanetAnalysis",
                     hotkey=u'\x61'),  #A
         ])
     self.systemPlanetMenu.subscribeAction("*", self)
Exemplo n.º 20
0
 def showFleet(self):
     fleet = client.get(self.fleetID, noUpdate=1)
     if hasattr(fleet, 'customname') and fleet.customname:
         self.win.title = _('Fleet: %s') % fleet.customname
     else:
         self.win.title = _('Fleet: %s') % getattr(fleet, 'name',
                                                   res.getUnknownName())
     # fill listbox
     items = []
     # serial ships
     if hasattr(fleet, 'ships'):
         for designID, hp, shield, exp in fleet.ships:
             tech = client.getPlayer().shipDesigns[designID]
             if shield > 0:
                 hpInfo = _("%d + %d") % (hp, shield)
                 hpSort = hp + 1000 * shield
             else:
                 hpInfo = _("%d") % hp
                 hpSort = hp
             item = ui.Item(tech.name,
                            tHP=hpInfo,
                            tHP_raw=hpSort,
                            tExp=exp,
                            tClass=_(gdata.shipClasses[tech.combatClass]),
                            designID=designID,
                            tLevel=Rules.shipExpToLevel.get(
                                int(exp / tech.baseExp),
                                Rules.shipDefLevel),
                            tSpec=[designID, hp, shield, exp],
                            tSpeed=_("%.2f") % tech.speed)
             items.append(item)
     self.win.vShips.items = items
     self.win.vShips.itemsChanged()
     self.win.vShips.selectItem(self.win.vShips.items[0])
     self.showShip(self.win.vShips.items[0].designID,
                   self.win.vShips.items[0].tExp)
     # fleet info
     self.win.vFCoordinates.text = '[%.1f, %.1f]' % (fleet.x, fleet.y)
     if fleet.orbiting != OID_NONE:
         self.win.vFOrbiting.text = getattr(
             client.get(fleet.orbiting, noUpdate=1), 'name',
             res.getUnknownName())
     else:
         self.win.vFOrbiting.text = _('N/A')
     if hasattr(fleet, "speedBoost") and hasattr(fleet, "maxSpeed"):
         text = _("%.2f") % (fleet.maxSpeed * fleet.speedBoost)
         info = _("Base speed %.2f, speed boost %.2f") % (fleet.maxSpeed,
                                                          fleet.speedBoost)
     else:
         text = _("?")
         info = None
     self.win.vFMaxSpeed.text = text
     self.win.vFMaxSpeed.tooltip = info
     self.win.vFMaxSpeed.statustip = info
     self.win.vFSignature.text = getattr(fleet, 'signature', '?')
     # commands
     items = []
     index = 0
     if hasattr(fleet, 'actions'):
         for action, target, data in fleet.actions:
             info = "-"
             if target != OID_NONE:
                 targetName = getattr(client.get(target, noUpdate=1),
                                      'name', res.getUnknownName())
             else:
                 targetName = '-'
             if index == fleet.actionIndex: current = '>'
             else: current = ''
             # additional info
             if action == FLACTION_DECLAREWAR:
                 info = getattr(client.get(data, noUpdate=1), 'name',
                                res.getUnknownName())
             elif action == FLACTION_DEPLOY:
                 info = client.getPlayer().shipDesigns[data].name
             elif action == FLACTION_REPEATFROM:
                 info = _("Command #%d") % (data + 1)
             elif action == FLACTION_WAIT:
                 info = _("%d / %d") % (fleet.actionWaitCounter, data)
             # create item
             item = ui.Item(gdata.fleetActions[action],
                            targetName=targetName,
                            data=info,
                            tIndex=index + 1,
                            current=current)
             items.append(item)
             index += 1
     self.win.vCommands.items = items
     self.win.vCommands.selection = []
     self.win.vCommands.itemsChanged()
     self.win.vCommandUp.enabled = 0
     self.win.vCommandDown.enabled = 0
     self.win.vCommandDel.enabled = 0
     self.win.vCommandSetActive.enabled = 0
Exemplo n.º 21
0
    def showTechs(self):
        # techs
        items = []
        select = None

        showSmall = self.win.vSmall.checked
        showMed = self.win.vMedium.checked
        showLarge = self.win.vLarge.checked
        showCivShip = self.win.vCivShip.checked
        showMilShip = self.win.vMilShip.checked

        for techID in client.getPlayer().techs.keys():
            tech = client.getTechInfo(techID)

            # hide pirate techs
            if tech.level == 99:
                continue

            if tech.isStructure or tech.globalDisabled:
                continue

            etc = _("N/A")
            item = ui.Item(
                tech.name,
                tLevel=tech.level,
                tProd=tech.buildProd,
                techID=techID,
                tIsShip=0,
            )
            if item.tLevel > self.maxTechLevel:
                self.maxTechLevel = item.tLevel

            if item.tLevel in self.showLevels and \
                (self.showOther and (tech.isProject)):
                items.append(item)
                if techID == self.techID:
                    select = item

        # special handling for ships
        player = client.getPlayer()
        if self.showShips:
            for designID in player.shipDesigns.keys():
                tech = player.shipDesigns[designID]

                if not ((tech.combatClass == 0 and showSmall) or
                        (tech.combatClass == 1 and showMed) or
                        (tech.combatClass == 2 and showLarge)):
                    continue

                if not ((tech.isMilitary and showMilShip) or
                        (not tech.isMilitary and showCivShip)):
                    continue

                if tech.upgradeTo != Const.OID_NONE:
                    # skip ships that are set to upgrade
                    continue
                etc = _("N/A")
                item = ui.Item(
                    tech.name,
                    tLevel=tech.level,
                    tProd=tech.buildProd,
                    techID=designID,
                    tIsShip=1,
                )
                items.append(item)
                if designID == self.techID:
                    select = item
        # sort it by level and then by name
        items.sort(key=lambda a: (100 - a.tLevel, a.text))
        self.win.vTechs.items = items
        self.win.vTechs.itemsChanged()
        self.win.vTechs.selectItem(select)
        # filter
        for i in xrange(1, 10):
            widget = getattr(self.win, 'vLevel%d' % i)
            if i in self.showLevels and i <= self.maxTechLevel:
                widget.visible = 1
                widget.pressed = 1
            elif i not in self.showLevels and i <= self.maxTechLevel:
                widget.visible = 1
                widget.pressed = 0
            else:
                widget.visible = 0
        self.win.vShipsToggle.pressed = self.showShips
        self.win.vOtherToggle.pressed = self.showOther
        # quantity
        self.win.vQuantity.text = str(self.quantity)
Exemplo n.º 22
0
    def show(self):
        # get check box selections
        mine = self.win.vMine.checked
        enemy = self.win.vEnemy.checked
        unfriendly = self.win.vUnfriendy.checked
        neutral = self.win.vNeutral.checked
        friendly = self.win.vFriendly.checked
        allied = self.win.vAllied.checked
        redirects = self.win.vRedirects.checked

        player = client.getPlayer()
        #
        items = []
        for fleetID in client.db.keys():
            fleet = client.get(fleetID, noUpdate=1)
            # skip non-fleets
            if not hasattr(fleet, "type") or (fleet.type != Const.T_FLEET and
                                              fleet.type != Const.T_ASTEROID):
                continue
            # shall be shown?
            fgColor = None

            ownerTipTitle = ""
            ownerName = ""
            ownerNameTip = ""

            # check fleet color and if display fleet
            if hasattr(fleet, 'owner'):
                plRelation = client.getRelationTo(fleet.owner)
                fgColor = res.getPlayerColor(fleet.owner)
                ok = 0
                if mine and fleet.owner == player.oid:
                    ok = 1
                elif enemy and plRelation >= Const.REL_ENEMY_LO and plRelation < Const.REL_ENEMY_HI:
                    ok = 1
                elif unfriendly and plRelation >= Const.REL_UNFRIENDLY_LO and plRelation < Const.REL_UNFRIENDLY_HI:
                    ok = 1
                elif neutral and plRelation >= Const.REL_NEUTRAL_LO and plRelation < Const.REL_NEUTRAL_HI:
                    ok = 1
                elif friendly and plRelation >= Const.REL_FRIENDLY_LO and plRelation < Const.REL_FRIENDLY_HI:
                    ok = 1
                elif allied and plRelation >= Const.REL_ALLY_LO and plRelation < Const.REL_ALLY_HI:
                    ok = 1

                if not ok:
                    continue

                if fleet.owner != player.oid:
                    owner = getattr(client.get(fleet.owner, noUpdate=1),
                                    "name", res.getUnknownName())
                    ownerName = " (%s)" % owner
                    ownerNameTip = owner
                    ownerTipTitle = _("Owner")
            else:
                # asteroids has no owner
                fgColor = res.getFFColorCode(0)  #enemy
                if not enemy:
                    continue

            # check position of fleet
            system = None
            systemName = "-"
            if hasattr(fleet, 'orbiting') and fleet.orbiting:
                system = client.get(fleet.orbiting, noUpdate=1)
                systemName = getattr(system, "name", res.getUnknownName())
            elif hasattr(fleet, 'closeSystem'):
                system = client.get(fleet.closeSystem, noUpdate=1)
                systemName = _("%s (dst)") % getattr(system, "name",
                                                     res.getUnknownName())

            # get fleet current action and target of action
            order = "-"
            targetName = "-"
            if hasattr(fleet, 'actions'):
                if fleet.actionIndex < len(fleet.actions):
                    action, target, data = fleet.actions[fleet.actionIndex]
                    if action == Const.FLACTION_REDIRECT and not redirects:
                        continue
                    order = gdata.fleetActions[action]
                    if target != Const.OID_NONE:
                        targetName = getattr(client.get(target, noUpdate=1),
                                             'name', res.getUnknownName())
                        order = "%s %s" % (order, targetName)
            # eta
            if hasattr(fleet, "eta"): eta = res.formatTime(fleet.eta)
            else: eta = "?"

            # fuel
            if hasattr(fleet, "storEn"):
                if fleet.maxEn > 0: fuel = 100 * fleet.storEn / fleet.maxEn
                else: fuel = 0
            else:
                fuel = "?"

            # operational time
            if hasattr(fleet, 'storEn') and hasattr(fleet, 'operEn'):
                turns = 100000
                if fleet.operEn > 0: turns = fleet.storEn / fleet.operEn
                rawRange = turns * fleet.speed / Rules.turnsPerDay
                range = "%.2f" % rawRange
                opTime = res.formatTime(turns)
            else:
                rawRange = 0
                range = "?"
                opTime = "?"

            # last upgrade
            if hasattr(fleet, "lastUpgrade"):
                lastUpgrade = res.formatTime(fleet.lastUpgrade)
            else:
                lastUpgrade = "?"

            if hasattr(fleet, 'customname') and fleet.customname:
                fleetname = fleet.customname
            else:
                fleetname = getattr(fleet, 'name', res.getUnknownName())

            # create ListBox Item for fleet
            item = ui.Item("%s %s" % (fleetname, ownerName),
                           tooltipTitle=ownerTipTitle,
                           tooltip=ownerNameTip,
                           tLocation=systemName,
                           tOrder=order,
                           tMP=getattr(fleet, "combatPwr", "?"),
                           tETA=eta,
                           tETA_raw=getattr(fleet, "eta", 0),
                           tSignature=getattr(fleet, "signature", "?"),
                           tFuel=fuel,
                           tOpTime=opTime,
                           tRange=range,
                           tRange_raw=rawRange,
                           tLastUpgrade=lastUpgrade,
                           tFleetID=fleetID,
                           foreground=fgColor)
            items.append(item)

        self.win.vFleets.items = items
        self.win.vFleets.itemsChanged()
Exemplo n.º 23
0
    def show(self):
        tech = client.getTechInfo(self.techID)
        player = client.getPlayer()
        techEff = Rules.techImprEff[player.techs.get(
            self.techID, Rules.techBaseImprovement)]
        self.win.title = _('Technology: %s (TL%d)') % (tech.name, tech.level)
        # fill data
        # fill description
        descr = []
        improvement = player.techs.get(self.techID, 0)
        if hasattr(tech, 'researchMod'):
            if improvement == 0:
                descr.append(
                    _('Research costs: %d') %
                    Utils.getTechRCost(player, self.techID))
                descr.append('')
            elif improvement < Rules.techMaxImprovement:
                descr.append(
                    _('Improvement costs: %d') %
                    Utils.getTechRCost(player, self.techID))
                descr.append('')
        # requires
        if tech.researchRequires and improvement == 0:
            descr.append(_('Research requires:'))
            for tmpTechID, improvement in tech.researchRequires:
                tmpTech = client.getTechInfo(tmpTechID)
                descr.append(
                    _(' - %s improvement %d (TL%d)') %
                    (tmpTech.name, improvement, tmpTech.level))
            if hasattr(tech, "researchReqSRes"):
                for stratRes in tech.researchReqSRes:
                    descr.append(
                        _(" - %s (strategic resource)") %
                        (gdata.stratRes[stratRes]))
            descr.append('')
        if hasattr(tech, "researchDisables") and tech.researchDisables:
            descr.append(_("Research disables:"))
            for tmpTechID in tech.researchDisables:
                tmpTech = client.getTechInfo(tmpTechID)
                descr.append(_(" - %s (TL%d)") % (tmpTech.name, tmpTech.level))
            descr.append('')
        if hasattr(tech, 'partialData') and hasattr(tech, 'textPreRsrch'):
            # preresearch info
            descr.append(_('Estimated use:'))
            descr.extend(tech.textPreRsrch.split('\n'))
            descr.append('')
        elif not hasattr(tech, 'partialData'):
            tmp = []
            for improvement in range(1, 6):
                for tmpTechID in tech.researchEnables[improvement]:
                    tmpTech = client.getTechInfo(tmpTechID)
                    racesDispl = ""
                    raceChoosen = None
                    if player.techLevel == 1:
                        for techID in player.techs.keys():
                            if techID in (1990, 1991, 1992):
                                raceChoosen = client.getTechInfo(techID).data
                    else:
                        raceChoosen = player.race
                    if len(tmpTech.researchRaces) > 0 and len(
                            tmpTech.researchRaces) < 3 and not raceChoosen:
                        racesDispl = _(", only for %s") % tmpTech.researchRaces
                    if not raceChoosen or len(
                            tmpTech.researchRaces
                    ) == 0 or raceChoosen in tmpTech.researchRaces:
                        tmp.append(
                            _(' - %s (with improvement %d, on TL%d%s)') %
                            (tmpTech.name, improvement, tmpTech.level,
                             racesDispl))
            if tmp:
                descr.append(_('Research/Improvement enables:'))
                descr.extend(tmp)
                descr.append('')
            # production dependency
            if tech.prodBioMod != [0, 0, 0, 0
                                   ] and tech.prodBioMod != [0, 0, 0, 1]:
                descr.append(_("Bio production depends:"))
                if tech.prodBioMod[0]:
                    descr.append(
                        _(" - %d %% on planet's environment") %
                        (tech.prodBioMod[0] * 100))
                if tech.prodBioMod[1]:
                    descr.append(
                        _(" - %d %% on planet's min. abundance") %
                        (tech.prodBioMod[1] * 100))
                if tech.prodBioMod[2]:
                    descr.append(
                        _(" - %d %% on planet's en. abundance") %
                        (tech.prodBioMod[2] * 100))
                if tech.prodBioMod[3]:
                    descr.append(
                        _(" - %d %% is not dependent on any planet's attribute"
                          ) % (tech.prodBioMod[3] * 100))
                descr.append("")
            if tech.prodEnMod != [0, 0, 0, 0
                                  ] and tech.prodEnMod != [0, 0, 0, 1]:
                descr.append(_("Energy production depends:"))
                if tech.prodEnMod[0]:
                    descr.append(
                        _(" - %d %% on planet's environment") %
                        (tech.prodEnMod[0] * 100))
                if tech.prodEnMod[1]:
                    descr.append(
                        _(" - %d %% on planet's min. abundance") %
                        (tech.prodEnMod[1] * 100))
                if tech.prodEnMod[2]:
                    descr.append(
                        _(" - %d %% on planet's en. abundance") %
                        (tech.prodEnMod[2] * 100))
                if tech.prodEnMod[3]:
                    descr.append(
                        _(" - %d %% is not dependent on any planet's attribute"
                          ) % (tech.prodEnMod[3] * 100))
                descr.append("")
            if tech.prodProdMod != [0, 0, 0, 0
                                    ] and tech.prodProdMod != [0, 0, 0, 1]:
                descr.append(_("Constr. points production depends:"))
                if tech.prodProdMod[0]:
                    descr.append(
                        _(" - %d %% on planet's environment") %
                        (tech.prodProdMod[0] * 100))
                if tech.prodProdMod[1]:
                    descr.append(
                        _(" - %d %% on planet's min. abundance") %
                        (tech.prodProdMod[1] * 100))
                if tech.prodProdMod[2]:
                    descr.append(
                        _(" - %d %% on planet's en. abundance") %
                        (tech.prodProdMod[2] * 100))
                if tech.prodProdMod[3]:
                    descr.append(
                        _(" - %d %% is not dependent on any planet's attribute"
                          ) % (tech.prodProdMod[3] * 100))
                descr.append("")
            if tech.prodSciMod != [0, 0, 0, 0
                                   ] and tech.prodSciMod != [0, 0, 0, 1]:
                descr.append(_("Research points production depends:"))
                if tech.prodSciMod[0]:
                    descr.append(
                        _(" - %d %% on planet's environment") %
                        (tech.prodSciMod[0] * 100))
                if tech.prodSciMod[1]:
                    descr.append(
                        _(" - %d %% on planet's min. abundance") %
                        (tech.prodSciMod[1] * 100))
                if tech.prodSciMod[2]:
                    descr.append(
                        _(" - %d %% on planet's en. abundance") %
                        (tech.prodSciMod[2] * 100))
                if tech.prodSciMod[3]:
                    descr.append(
                        _(" - %d %% is not dependent on any planet's attribute"
                          ) % (tech.prodSciMod[3] * 100))
                descr.append("")

            requiredStrategicResourcesForBuilding = self.getStrategicResourcesText(
                tech, "buildSRes")
            requiredStrategicResourcesForResearch = self.getStrategicResourcesText(
                tech, "researchReqSRes")
            if len(requiredStrategicResourcesForBuilding) > 0 or len(
                    requiredStrategicResourcesForResearch) > 0:
                descr.append(_("Required strategic resources:"))
                if len(requiredStrategicResourcesForBuilding) > 0:
                    descr.append(
                        _(" - for building: %s") %
                        requiredStrategicResourcesForBuilding)
                if len(requiredStrategicResourcesForResearch) > 0:
                    descr.append(
                        _(" - for research: %s") %
                        requiredStrategicResourcesForResearch)

                descr.append("")

            # decription
            descr.append(_('Description:'))
            if tech.textDescr != u'Not specified':
                descr.extend(tech.textDescr.split('\n'))
            else:
                descr.extend(tech.textPreRsrch.split('\n'))
            descr.append('')
            # flavor
            descr.append(_('Rumours:'))
            descr.extend(tech.textFlavor.split('\n'))
            descr.append('')
        if not len(descr):
            descr.append(_('No information available'))
        #
        self.win.vDescr.text = descr
        # re-set techType if neccessary
        self.techType = self.techType & (
            getattr(tech, 'isStructure', 0) * V_STRUCT
            | getattr(tech, 'isShipHull', 0) * V_HULL
            | getattr(tech, 'isShipEquip', 0) * V_SEQUIP
            | getattr(tech, 'isProject', 0) * V_PROJECT)
        if self.techType == V_NONE:
            if getattr(tech, 'isStructure', 0): self.techType = V_STRUCT
            elif getattr(tech, 'isShipHull', 0): self.techType = V_HULL
            elif getattr(tech, 'isShipEquip', 0): self.techType = V_SEQUIP
            elif getattr(tech, 'isProject', 0): self.techType = V_PROJECT
        # set type buttons
        self.win.vStruct.pressed = self.techType == V_STRUCT
        self.win.vStruct.enabled = getattr(tech, 'isStructure', 0)
        self.win.vHull.pressed = self.techType == V_HULL
        self.win.vHull.enabled = getattr(tech, 'isShipHull', 0)
        self.win.vSEquip.pressed = self.techType == V_SEQUIP
        self.win.vSEquip.enabled = getattr(tech, 'isShipEquip', 0)
        self.win.vProject.pressed = self.techType == V_PROJECT
        self.win.vProject.enabled = getattr(tech, 'isProject', 0)
        # fill data
        items = []
        for attr in dir(tech):
            value = getattr(tech, attr)
            descr, props, showIfDef, default, convertor = techAttrs.get(
                attr, defaultAttr)
            if self.techType & props and (value != default or showIfDef):
                item = ui.Item(descr, tValue=convertor(value))
                if V_EFF & props:
                    item.font = 'normal-bold'
                    item.tValue = convertor(value * techEff)
                if V_EFF_REV & props:
                    item.font = 'normal-bold'
                    item.tValue = convertor(value / techEff)
                items.append(item)

        self.win.vData.items = items
        self.win.vData.itemsChanged()
Exemplo n.º 24
0
    def showTechs(self):
        # techs
        items = []
        select = None
        showMilitary = self.win.vMilitary.checked
        showBio = self.win.vBioProduction.checked
        showEn = self.win.vEnProduction.checked
        showCP = self.win.vCPProduction.checked
        showRP = self.win.vRPProduction.checked
        showMorale = self.win.vMorale.checked

        for techID in client.getPlayer().techs.keys():
            tech = client.getTechInfo(techID)

            if not ((tech.isMilitary and showMilitary) or \
               ((getattr(tech, "prodBio", 0) > 0 or getattr(tech, "prodEnv", 0) > 0) and showBio) or \
               (getattr(tech, "prodEn", 0) > 0 and showEn) or \
               (getattr(tech, "prodProd", 0) > 0 and showCP) or \
               (getattr(tech, "prodSci", 0) > 0 and showRP) or \
               (getattr(tech, "moraleTrgt", 0) > 0 and showMorale)):
                continue

            sourcePlanet = client.get(self.sourceID, noUpdate=1)
            prodProd = getattr(sourcePlanet, "effProdProd", 0)

            if prodProd > 0:
                etc = math.ceil(float(tech.buildProd) / prodProd)
                if self.sourceID != self.planetID:
                    etc *= Rules.buildOnAnotherPlanetMod
                etc = res.formatTime(etc)
            else:
                etc = _("N/A")

            item = ui.Item(
                etc,
                techID=techID,
                tIsShip=0,
                name=tech.name,
                tl=tech.level,
                subtype=tech.subtype,
                icons=((res.getTechImg(techID), ui.ALIGN_N), ),
                font="small-bold",
                align=ui.ALIGN_S,
                tooltipTitle=_("Details"),
                tooltip="%s, %d %s, %s %d" %
                (tech.name, tech.buildProd, _("CP"), _("TL"), tech.level),
                statustip="%s, %d %s, %s %d" %
                (tech.name, tech.buildProd, _("CP"), _("TL"), tech.level),
            )
            if tech.level > self.maxTechLevel:
                self.maxTechLevel = tech.level
            # TODO FIX ME
            if tech.level in self.showLevels and \
                ((self.showStructures and tech.isStructure) or \
                (self.showOther and (tech.isProject))) or tech.level == 99:
                items.append(item)
                if techID == self.techID:
                    select = item

        # sort methods
        if self.sort == 'none':  # sort by name
            items.sort(key=lambda a: a.name)
        elif self.sort == 'tl':  # sort by TL, subsort by name
            items.sort(key=lambda a: a.name)
            items.sort(key=lambda a: a.tl)
        elif self.sort == 'type':  #sort by subtype, subsort by tl
            items.sort(key=lambda a: a.tl)
            items.sort(key=lambda a: a.subtype)
        self.win.vTechs.items = items
        self.win.vTechs.itemsChanged()
        if select:
            self.win.vTechs.selectItem(select)

        # filter
        for i in xrange(1, 10):
            widget = getattr(self.win, 'vLevel%d' % i)
            if i in self.showLevels and i <= self.maxTechLevel:
                widget.visible = 1
                widget.pressed = 1
            elif i not in self.showLevels and i <= self.maxTechLevel:
                widget.visible = 1
                widget.pressed = 0
            else:
                widget.visible = 0

        # quantity
        self.win.vQuantity.text = str(self.quantity)
Exemplo n.º 25
0
 def show(self, updateForum = 1):
     self.newMsgs = 0
     #
     player = client.getPlayer()
     objList = [player.oid]
     objList.append(player.galaxy)
     objList.append(Const.OID_UNIVERSE)
     # show forums
     items = []
     colors = [gdata.sevColors[gdata.INFO], gdata.sevColors[gdata.MIN]]
     ## Inbox
     msgs, new = self.getMsgsNumber(player.oid, "INBOX",'local')
     self.newMsgs += new
     spec = gdata.mailboxSpec[Const.T_PLAYER, "INBOX"]
     item = ui.Item(_(spec[0]), tObjID=player.oid, tForum="INBOX",
                    tType=Const.T_PLAYER, tMsgs=_("%d / %d") % (new, msgs), foreground=colors[new > 0])
     items.append(item)
     # Events
     msgs, new = self.getMsgsNumber(player.oid, "EVENTS")
     self.newMsgs += new
     spec = gdata.mailboxSpec[Const.T_PLAYER, "EVENTS"]
     eventsItem = ui.Item(_(spec[0]), tObjID=player.oid, tForum="EVENTS",
                          tType=Const.T_PLAYER, tMsgs=_("%d / %d") % (new, msgs), foreground=colors[new > 0])
     items.append(eventsItem)
     # Outbox
     msgs, new = self.getMsgsNumber(player.oid, "OUTBOX")
     self.newMsgs += new
     spec = gdata.mailboxSpec[Const.T_PLAYER, "OUTBOX"]
     item = ui.Item(_(spec[0]), tObjID=player.oid, tForum="OUTBOX",
                    tType=Const.T_PLAYER, tMsgs=_("%d / %d") % (new, msgs), foreground=colors[new > 0])
     items.append(item)
     ## galaxy
     galaxyID = player.galaxy
     galaxy = client.get(galaxyID)
     # folder
     item = ui.Item(_("Galaxy %s") % galaxy.name, tObjID=Const.OID_NONE, tForum="", tMsgs="", foreground=colors[0])
     items.append(item)
     # news
     msgs, new = self.getMsgsNumber(galaxyID, "NEWS")
     self.newMsgs += new
     spec = gdata.mailboxSpec[Const.T_GALAXY, "NEWS"]
     item = ui.Item("   %s" % _(spec[0]), tObjID=galaxyID, tForum="NEWS",
                    tType=Const.T_GALAXY, tMsgs=_("%d / %d") % (new, msgs), foreground=colors[new > 0])
     items.append(item)
     # public
     msgs, new = self.getMsgsNumber(galaxyID, "PUBLIC",'galaxy')
     self.newMsgs += new
     spec = gdata.mailboxSpec[Const.T_GALAXY, "PUBLIC"]
     item = ui.Item("   %s" % _(spec[0]), tObjID=galaxyID, tForum="PUBLIC",
                    tType=Const.T_GALAXY, tMsgs=_("%d / %d") % (new, msgs), foreground=colors[new > 0])
     items.append(item)
     ## universe
     item = ui.Item(_("Outer Space"), tObjID=Const.OID_NONE, tForum="", tMsgs="", foreground=colors[0])
     items.append(item)
     # news
     msgs, new = self.getMsgsNumber(Const.OID_UNIVERSE, "NEWS")
     self.newMsgs += new
     spec = gdata.mailboxSpec[Const.T_UNIVERSE, "NEWS"]
     item = ui.Item("   %s" % _(spec[0]), tObjID=Const.OID_UNIVERSE, tForum="NEWS",
                    tType=Const.T_UNIVERSE, tMsgs=_("%d / %d") % (new, msgs), foreground=colors[new > 0])
     items.append(item)
     # public
     msgs, new = self.getMsgsNumber(Const.OID_UNIVERSE, "PUBLIC",'universe')
     self.newMsgs += new
     spec = gdata.mailboxSpec[Const.T_UNIVERSE, "PUBLIC"]
     item = ui.Item("   %s" % _(spec[0]), tObjID=Const.OID_UNIVERSE, tForum="PUBLIC",
                    tType=Const.T_UNIVERSE, tMsgs=_("%d / %d") % (new, msgs), foreground=colors[new > 0])
     items.append(item)
     #
     self.win.vForums.items = items
     self.win.vForums.itemsChanged()
     # find item to select
     found = 0
     for item in items:
         if item.tObjID == self.selectedObjID and item.tForum == self.selectedForum:
             self.win.vForums.selectItem(item)
             found = 1
             break
     if not found:
         self.win.vForums.selectItem(eventsItem)
     # display forum
     if updateForum:
         self.onForumSelected(None, None, None)
     # update mgs button
     gdata.mainGameDlg.updateMsgButton()
Exemplo n.º 26
0
import pygameui as ui

ui.SkinableTheme.setSkin("../OSSkin")
app = ui.Application(update, theme=ui.SkinableTheme)
app.windowSurfaceFlags = SWSURFACE


def echoHandler(widget, action, data):
    print 'ACTION', widget, action, data


popUpMenu = ui.Menu(
    app,
    title="Test Menu",
    items=[
        ui.Item("Test 1", action="MENU TEST", data=1),
        ui.Item("Test 2", action="MENU TEST", data=2),
    ],
)
popUpMenu.subscribeAction("*", echoHandler)


def menuHandler(widget, action, data):
    print "MENU"
    popUpMenu.show()


# create status window
progBars = []

for i in xrange(0, 2):
Exemplo n.º 27
0
    def show(self):
        items = []
        player = client.getPlayer()
        #
        for systemID in client.db.keys():
            if systemID == player.oid:
                continue
            system = client.get(systemID, noUpdate=1)

            if not hasattr(system, 'planets'):
                continue
            planetsMine = 0
            planetsOwned = 0
            planetsUnowned = 0
            planetsGA = 0
            planetsNotMine = 0
            en = 0
            bio = 0
            enres = 0
            biores = 0
            stratRes = Const.SR_NONE
            refuelMax = 0
            refuelInc = 0
            upgradeShip = 0
            repairShip = 0
            speedBoost = 0
            useOwner = Const.OID_NONE
            for planetID in system.planets:
                planet = client.get(planetID, noUpdate=1)
                owner = getattr(planet, 'owner', Const.OID_NONE)
                if owner != Const.OID_NONE:
                    useOwner = owner
                    if owner == player.oid:
                        planetsMine += 1
                    else:
                        planetsOwned += 1
                        if self.showOtherPlayers:
                            planetsNotMine += 1
                    en += getattr(planet, 'changeEn', 0)
                    bio += getattr(planet, 'changeBio', 0)
                    enres += getattr(planet, 'storEn', 0)
                    biores += getattr(planet, 'storBio', 0)
                    stratRes = getattr(planet, 'plStratRes', Const.SR_NONE) if stratRes == Const.SR_NONE else stratRes
                    refuelMax = max(getattr(planet, 'refuelMax', 0), refuelMax)
                    refuelInc = max(getattr(planet, 'refuelInc', 0), refuelInc)
                    upgradeShip += getattr(planet, 'upgradeShip', 0)
                    repairShip = max(getattr(planet, 'repairShip', 0), repairShip)
                    speedBoost = max(getattr(planet, 'fleetSpeedBoost', 0), speedBoost)
                else:
                    if hasattr(planet, "plType") and planet.plType in ("A", "G"):
                        planetsGA += 1
                        if self.showUncolonizable:
                            planetsNotMine += 1
                    else:
                        planetsUnowned += 1
                        if self.showColonizable:
                            planetsNotMine += 1
            if planetsMine == 0:  # fix no-data systems
                en = '?'
                bio = '?'
                enres = '?'
                biores = '?'
            if ((planetsMine and self.showMine)
                    or (planetsOwned and self.showOtherPlayers)
                    or (planetsUnowned and self.showColonizable)
                    or (planetsGA and self.showUncolonizable)):
                if stratRes == Const.SR_NONE:
                    stratResText = ' '
                else:
                    stratResText = gdata.stratRes[stratRes]
                problem = (bio < 0 or en < 0)
                if planetsMine > 0:  # make sure you own it
                    useOwner = player.oid
                if speedBoost > 1:
                    speedBoost = int((speedBoost - 1) * 100)
                else:
                    speedBoost = ''
                if self.showProblems:
                    color = res.getSystemOverviewProblemColor(useOwner, problem)
                else:
                    color = res.getPlayerColor(useOwner)
                item = ui.Item(
                    getattr(system, 'name', res.getUnknownName()),
                    tSyPnum=planetsMine + planetsOwned + planetsUnowned + planetsGA,
                    tSyPTnum=planetsNotMine,
                    tSyPYnum=planetsMine,
                    tSyBioRes=biores,
                    tSyEnRes=enres,
                    tSyBio=bio,
                    tSyEn=en,
                    tSyRefuel=refuelInc,
                    tSyRefuelMax=refuelMax,
                    tSyRepair=(repairShip * 100),
                    tSyUpgrade=int(upgradeShip),
                    tSyGate=speedBoost,
                    tStRes=_(stratResText),
                    tSysID=systemID,
                    foreground=color,
                )
                items.append(item)
        self.win.vPlanets.items = items
        self.win.vPlanets.itemsChanged()
        # buttons
        self.win.vMine.pressed = self.showMine
        self.win.vOtherPlayers = self.showOtherPlayers
        self.win.vColonizable = self.showColonizable
        self.win.vUncolonizable = self.showUncolonizable
        self.win.vProblems = self.showProblems
Exemplo n.º 28
0
    def showTechs(self):
        # techs
        items = []
        select = None

        showMilitary = self.win.vMilitary.checked
        showBio = self.win.vBioProduction.checked
        showEn = self.win.vEnProduction.checked
        showCP = self.win.vCPProduction.checked
        showRP = self.win.vRPProduction.checked
        showMorale = self.win.vMorale.checked

        showSmall = self.win.vSmall.checked
        showMed = self.win.vMedium.checked
        showLarge = self.win.vLarge.checked
        showCivShip = self.win.vCivShip.checked
        showMilShip = self.win.vMilShip.checked

        for techID in client.getPlayer().techs.keys():
            tech = client.getTechInfo(techID)

            # hide pirate techs from ships and miscs view
            if not self.showStructures and tech.level == 99:
                continue

            if tech.isStructure:
                if (tech.isMilitary or getattr(tech, "prodBio", 0) > 0 or getattr(tech, "prodEnv", 0) > 0 or \
                        getattr(tech, "prodEn", 0) > 0 or getattr(tech, "prodProd", 0) > 0 or \
                        getattr(tech, "prodSci", 0) > 0 or getattr(tech, "moraleTrgt", 0) > 0):
                    if not ((tech.isMilitary and showMilitary) or \
                           ((getattr(tech, "prodBio", 0) > 0 or getattr(tech, "prodEnv", 0) > 0) and showBio) or \
                            (getattr(tech, "prodEn", 0) > 0 and showEn) or \
                            (getattr(tech, "prodProd", 0) > 0 and showCP) or \
                            (getattr(tech, "prodSci", 0) > 0 and showRP) or \
                            (getattr(tech, "moraleTrgt", 0) > 0 and showMorale)):
                        continue

            if self.prodProd > 0:
                etc = math.ceil(float(tech.buildProd) / self.prodProd)
                if self.targetID != self.planetID:
                    etc *= Rules.buildOnAnotherPlanetMod
                etc = res.formatTime(etc)
            else:
                etc = _("N/A")
            item = ui.Item(
                tech.name,
                tLevel=tech.level,
                tProd=tech.buildProd,
                techID=techID,
                tIsShip=0,
                tETC=etc,
            )
            if item.tLevel > self.maxTechLevel:
                self.maxTechLevel = item.tLevel

            if item.tLevel in self.showLevels and \
                ((self.showStructures and tech.isStructure) or \
                (self.showOther and (tech.isProject))):
                items.append(item)
                if techID == self.techID:
                    select = item

        # special handling for ships
        player = client.getPlayer()
        if self.showShips:
            for designID in player.shipDesigns.keys():
                tech = player.shipDesigns[designID]

                if not ((tech.combatClass == 0 and showSmall) or
                        (tech.combatClass == 1 and showMed) or
                        (tech.combatClass == 2 and showLarge)):
                    continue

                if not ((tech.isMilitary and showMilShip) or
                        (not tech.isMilitary and showCivShip)):
                    continue

                if tech.upgradeTo != Const.OID_NONE:
                    # skip ships that are set to upgrade
                    continue
                if self.prodProd > 0:
                    etc = res.formatTime(
                        math.ceil(float(tech.buildProd) / self.prodProd))
                else:
                    etc = _("N/A")
                item = ui.Item(
                    tech.name,
                    tLevel=tech.level,
                    tProd=tech.buildProd,
                    techID=designID,
                    tIsShip=1,
                    tETC=etc,
                )
                items.append(item)
                if designID == self.techID:
                    select = item
        # sort it by level and then by name
        items.sort(key=lambda a: (100 - a.tLevel, a.text))
        self.win.vTechs.items = items
        self.win.vTechs.itemsChanged()
        self.win.vTechs.selectItem(select)
        # filter
        for i in xrange(1, 10):
            widget = getattr(self.win, 'vLevel%d' % i)
            if i in self.showLevels and i <= self.maxTechLevel:
                widget.visible = 1
                widget.pressed = 1
            elif i not in self.showLevels and i <= self.maxTechLevel:
                widget.visible = 1
                widget.pressed = 0
            else:
                widget.visible = 0
        self.win.vStructuresToggle.pressed = self.showStructures
        self.win.vShipsToggle.pressed = self.showShips
        self.win.vOtherToggle.pressed = self.showOther
        # targets
        info = []
        system = client.get(self.systemID, noUpdate=1)
        select = None
        if hasattr(system, 'planets'):
            for planetID in system.planets:
                planet = client.get(planetID, noUpdate=1)
                owner = res.getUnknownName()
                #rel = Const.REL_UNDEF
                ownerID = Const.OID_NONE
                if hasattr(planet, 'owner'):
                    ownerID = planet.owner
                    if planet.owner != Const.OID_NONE:
                        owner = client.get(planet.owner, noUpdate=1).name
                        #rel = client.getRelationTo(planet.owner)
                    else:
                        owner = _('[Nobody]')
                if planet.plType in ("A", "G"):
                    color = gdata.sevColors[gdata.DISABLED]
                else:
                    #color = res.getFFColorCode(rel)
                    color = res.getPlayerColor(ownerID)
                plname = getattr(planet, 'name', res.getUnknownName())
                item = ui.Item(
                    plname,
                    text_raw=getattr(planet, 'plEn', plname),
                    planetID=planetID,
                    plOwner=owner,
                    foreground=color,
                )
                info.append(item)
                if planetID == self.targetID:
                    select = item
        self.win.vTargets.items = info
        self.win.vTargets.itemsChanged()
        self.win.vTargets.selectItem(select)
        # quantity
        self.win.vQuantity.text = str(self.quantity)
Exemplo n.º 29
0
 def createUI(self):
     w, h = gdata.scrnSize
     self.win = ui.Window(self.app,
                          modal=1,
                          escKeyClose=1,
                          titleOnly=(w == 800 and h == 600),
                          movable=0,
                          title=_('Diplomacy'),
                          rect=ui.Rect((w - 800 - 4 * (w != 800)) / 2,
                                       (h - 600 - 4 * (h != 600)) / 2,
                                       800 + 4 * (w != 800),
                                       580 + 4 * (h != 600)),
                          layoutManager=ui.SimpleGridLM())
     self.win.subscribeAction('*', self)
     # player listing
     ui.Listbox(
         self.win,
         layout=(0, 0, 40, 14),
         id='vContacts',
         columns=((_('Name'), 'text', 8,
                   ui.ALIGN_W), (_('Relation'), 'tRelation', 4, ui.ALIGN_E),
                  (_('Population'), 'tPopulation', 4,
                   ui.ALIGN_E), (_('Planets'), 'tPlanets', 4, ui.ALIGN_E),
                  (_('Structures'), 'tStructures', 4, ui.ALIGN_E),
                  (_('Production'), 'tProduction', 4,
                   ui.ALIGN_E), (_('Research'), 'tScience', 4, ui.ALIGN_E),
                  (_('Military pwr'), 'tFleetPwr', 4,
                   ui.ALIGN_E), (_("Contact"), "tContact", 4, ui.ALIGN_E)),
         columnLabels=1,
         action="onContactSelected",
         rmbAction="onHighlightMenu")
     # Voting
     ui.Button(self.win,
               layout=(0, 14, 5, 1),
               text=_("Elect"),
               id="vVoteFor",
               action="onVoteFor")
     ui.Button(self.win,
               layout=(5, 14, 5, 1),
               text=_("Abstain"),
               id="vAbstain",
               action="onAbstain")
     # Highlights
     ui.Button(self.win,
               layout=(24, 14, 8, 1),
               text=_("Highlights On"),
               id="vHighlight",
               action="onHighlight")
     ui.Button(self.win,
               layout=(32, 14, 8, 1),
               text=_("Highligh Off"),
               id="vUHighlight",
               action="onUHighlight")
     # pacts
     ui.Title(self.win,
              layout=(0, 15, 20, 1),
              text=_('Pacts'),
              font='normal-bold',
              align=ui.ALIGN_W)
     ui.Listbox(self.win,
                layout=(0, 16, 20, 10),
                id='vPacts',
                columns=((_('I'), 'tState1', 3, ui.ALIGN_W),
                         (_('Partner'), 'tState2', 3,
                          ui.ALIGN_W), (_('Pact'), 'text', 13, ui.ALIGN_W)),
                columnLabels=1,
                action="onPactSelected")
     ui.Button(self.win,
               layout=(0, 26, 20, 1),
               text=_("On"),
               id="vChangePactState",
               action="onPactChange",
               enabled=0)
     # conditions
     ui.Title(self.win,
              layout=(20, 15, 20, 1),
              text=_('Conditions'),
              id="vCondTitle",
              font='normal-bold',
              align=ui.ALIGN_W)
     ui.Listbox(self.win,
                layout=(20, 16, 20, 10),
                id='vConditions',
                columns=((_('I'), 'tState1', 3, ui.ALIGN_W),
                         (_('Partner'), 'tState2', 3,
                          ui.ALIGN_W), (_('Pact'), 'text', 13, ui.ALIGN_W)),
                columnLabels=1,
                multiselection=1)
     ui.Button(self.win,
               layout=(20, 26, 15, 1),
               text=_("Change"),
               id="vPactConditions",
               action="onPactChange",
               enabled=0,
               data="CONDS")
     ui.Button(self.win,
               layout=(35, 26, 5, 1),
               text=_("Reset"),
               id="vPactCondReset",
               action="onPactChange",
               enabled=0,
               data="CONDSRESET")
     # status bar + submit/cancel
     ui.TitleButton(self.win,
                    layout=(35, 27, 5, 1),
                    text=_('Close'),
                    action='onClose')
     ui.Title(self.win,
              id='vStatusBar',
              layout=(0, 27, 35, 1),
              align=ui.ALIGN_W)
     # highlight menu
     self.eventPopup = ui.Menu(self.app,
                               title=_("Highligh actions"),
                               items=[
                                   ui.Item(_("Define color"),
                                           action="onColorDefinition"),
                                   ui.Item(_("Disable highlight"),
                                           action="onDeleteHighlight")
                               ])
     self.eventPopup.subscribeAction("*", self)
Exemplo n.º 30
0
 def show(self):
     player = client.getPlayer()
     #
     items = []
     for planetID in client.db.keys():
         planet = client.get(planetID, noUpdate=1)
         # skip non-planets
         if not hasattr(planet, "type") or planet.type != Const.T_PLANET:
             continue
         # shall be shown?
         ok = 0
         if hasattr(planet, 'owner'):
             if self.showMine and planet.owner == player.oid:
                 ok = 1
             if self.showOtherPlayers and planet.owner != Const.OID_NONE and \
                 planet.owner != player.oid:
                 ok = 1
             if self.showColonizable and planet.owner == Const.OID_NONE and \
                 planet.plType not in ('G', 'A'):
                 ok = 1
             if self.showUncolonizable and planet.plType in ('G', 'A'):
                 ok = 1
         elif hasattr(planet, 'plType'):
             if self.showColonizable and planet.plType not in ('G', 'A'):
                 ok = 1
             if self.showUncolonizable and planet.plType in ('G', 'A'):
                 ok = 1
         if not ok:
             continue
         # fill in data
         #rel = Const.REL_UNDEF
         maxNA = 999999
         maxNone = 99999
         ownerID = Const.OID_NONE
         if hasattr(planet, 'owner'):
             ownerID = planet.owner
             #if planet.owner != Const.OID_NONE:
             #    rel = client.getRelationTo(planet.owner)
             if planet.owner == Const.OID_NONE:
                 #else:
                 owner = _('[Nobody]')
         if hasattr(planet, 'owner') and planet.owner == player.oid:
             if planet.prodQueue and planet.effProdProd > 0:
                 index = 0
                 totalEtc = 0
                 for task in planet.prodQueue:
                     if task.isShip:
                         tech = client.getPlayer().shipDesigns[task.techID]
                     else:
                         tech = client.getFullTechInfo(task.techID)
                     if index == 0:
                         constrInfo = tech.name
                     # etc
                     if task.targetID != planetID:
                         if index == 0:
                             etc = math.ceil(
                                 float(tech.buildProd *
                                       Rules.buildOnAnotherPlanetMod -
                                       task.currProd) / planet.effProdProd)
                             totalEtc += etc
                             totalEtc += math.ceil(
                                 (task.quantity - 1) *
                                 float(tech.buildProd *
                                       Rules.buildOnAnotherPlanetMod) /
                                 planet.effProdProd)
                         else:
                             totalEtc += math.ceil(
                                 float(tech.buildProd *
                                       Rules.buildOnAnotherPlanetMod -
                                       task.currProd) / planet.effProdProd)
                             totalEtc += math.ceil(
                                 (task.quantity - 1) *
                                 float(tech.buildProd *
                                       Rules.buildOnAnotherPlanetMod) /
                                 planet.effProdProd)
                     else:
                         if index == 0:
                             etc = math.ceil(
                                 float(tech.buildProd - task.currProd) /
                                 planet.effProdProd)
                             totalEtc += etc
                             totalEtc += math.ceil(
                                 (task.quantity - 1) *
                                 float(tech.buildProd) / planet.effProdProd)
                         else:
                             totalEtc += math.ceil(
                                 task.quantity *
                                 float(tech.buildProd - task.currProd) /
                                 planet.effProdProd)
                             totalEtc += math.ceil(
                                 (task.quantity - 1) *
                                 float(tech.buildProd) / planet.effProdProd)
                     index += 1
                 etc_raw = etc
                 etc = res.formatTime(etc)
                 totalEtc_raw = totalEtc
                 totalEtc = res.formatTime(totalEtc)
             elif planet.prodQueue:
                 task = planet.prodQueue[0]
                 if task.isShip:
                     tech = client.getPlayer().shipDesigns[task.techID]
                 else:
                     tech = client.getTechInfo(task.techID)
                 constrInfo = tech.name
                 etc = _('N/A')
                 etc_raw = maxNA
                 totalEtc = _("N/A")
                 totalEtc_raw = maxNA
             elif planet.effProdProd > 0:
                 constrInfo = _("-")
                 etc = "-"
                 etc_raw = 0
                 totalEtc = _("-")
                 totalEtc_raw = 0
             else:
                 constrInfo = _("-")
                 etc = "-"
                 etc_raw = maxNone
                 totalEtc = _("-")
                 totalEtc_raw = maxNone
         else:
             constrInfo = '?'
             etc = '?'
             etc_raw = maxNA
             totalEtc = '?'
             totalEtc_raw = maxNA
         # used slots
         if hasattr(planet, 'slots'):
             freeSlots = planet.plSlots - len(planet.slots)
         else:
             freeSlots = '?'
         # morale
         if hasattr(planet, "morale"):
             morale = int(planet.morale)
         else:
             morale = "?"
         #
         plType = gdata.planetTypes[getattr(planet, 'plType', None)]
         # list item
         item = ui.Item(
             getattr(planet, 'name', res.getUnknownName()),
             tPlType=_(plType),
             tPlBio=getattr(planet, 'plBio', '?'),
             tPlMin=getattr(planet, 'plMin', '?'),
             tPlEn=getattr(planet, 'plEn', '?'),
             tChangeBio=getattr(planet, 'changeBio', '?'),
             tChangeEn=getattr(planet, 'changeEn', '?'),
             tETC=etc,
             tETC_raw=etc_raw,
             tTotalETC=totalEtc,
             tTotalETC_raw=totalEtc_raw,
             tConstrInfo=constrInfo,
             tFree=freeSlots,
             tMorale=morale,
             tSpace=getattr(planet, 'plSlots', '?'),
             tDiam=getattr(planet, 'plDiameter', 0) / 1000,
             tProd=getattr(planet, 'effProdProd', '?'),
             tSci=getattr(planet, 'effProdSci', '?'),
             tPlanetID=planetID,
             #foreground = res.getFFColorCode(rel),
             foreground=res.getPlayerColor(ownerID),
         )
         items.append(item)
     self.win.vPlanets.items = items
     self.win.vPlanets.itemsChanged()
     # buttons
     self.win.vMine.pressed = self.showMine
     self.win.vOtherPlayers = self.showOtherPlayers
     self.win.vColonizable = self.showColonizable
     self.win.vUncolonizable = self.showUncolonizable