/
gui.py
958 lines (865 loc) · 33 KB
/
gui.py
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from PyQt5.QtWidgets import (
QWidget, QPushButton, QApplication, QLCDNumber,
QLabel, QFrame, QDialog, QSlider, QInputDialog
)
from PyQt5.QtCore import Qt, pyqtSignal
from PyQt5.QtGui import QColor, QFont
from logic import *
import threading
import time
class MapWindow(QWidget):
'''
Main class of the game GUI.
'''
def __init__(self):
super().__init__()
self.setAcceptDrops(True)
self.game = Game(4) # Make game with 4 players
self.sig = Signals()
endTurnButton = QPushButton("&EndTurn", self)
endTurnButton.clicked.connect(self.endTurn)
endTurnButton.move(1260, 720)
turnLcd = QLCDNumber(3, self)
turnLcd.move(90, 715)
turnLcd.setSegmentStyle(QLCDNumber.Filled)
turnLcd.resize(60, 40)
turnTxt = QLabel("Turn:", self)
turnFont = QFont()
turnFont.setPointSize(20)
turnTxt.setFont(turnFont)
turnTxt.move(20, 720)
self.sig.turnChanged.connect(turnLcd.display)
self.sig.turnChanged.emit(self.game.turn)
quitB = QPushButton("&Quit", self)
quitB.clicked.connect(self.quit)
quitB.move(1150, 720)
self.showPlayerInfo()
self.coords = []
self.setWindowTitle("Territory War")
n = self.game.map.dim
self.makeMap(1100 // n, 600 // n, n)
self.setWindowState(Qt.WindowFullScreen)
self.setFixedSize(self.size())
self.showArmies()
self.addDiplomacyLabels()
thread = threading.Thread(target=self.game.start, args=(0, ))
thread.start()
def endTurn(self):
'''
Method to end the current player's turn and refresh all
the interface to show the next active player's info.
'''
self.game.player.end_turn.release()
time.sleep(1)
self.sig.turnChanged.emit(self.game.turn)
self.player.setText(self.game.player.name)
color = QColor(*self.game.player.color).name()
self.player.adjustSize()
self.player.setStyleSheet("QWidget { color: %s }" % color)
self.sig.goldChanged.emit(self.game.player.gold)
self.sig.incomeChanged.emit(self.game.player.income())
maint = self.game.player.get_armies_maint()
self.sig.maintChanged.emit(maint[0] + maint[1])
for row in self.coords:
for ter in row:
ter.update()
self.updateButtons()
self.raisePlayerArmies(self.game.player)
self.showOffers()
def makeMap(self, width, height, n):
'''
Generates the graphical map, from the game's map. Sets events
and connects signals for the territories.
'''
for i in range(n):
self.coords.append([])
for j in range(n):
ter_square = TerritorySquare(self, self.game.map.map[i][j])
self.coords[i].append(ter_square)
square = self.coords[i][j]
square.mouseReleaseEvent = self.showTerritoryDialog
square.incomeChanged.emit(square.ter.get_income())
square.marketUpgr.emit(square.ter.buildings.market_lvl)
square.fortUpgr.emit(square.ter.buildings.fort_lvl)
x = 110 + i * (width + 1)
y = 60 + j * (height + 1)
square.setGeometry(x, y, width, height)
if square.ter.owner:
color = QColor(*square.ter.owner.color)
else:
color = QColor(127, 127, 127)
bgcolor = "QWidget { background-color: %s }"
square.setStyleSheet(bgcolor % color.name())
square.calcCenter()
def showTerritoryDialog(self, event):
territory_dialog = TerritoryDialog(self, event)
territory_dialog.setWindowTitle("Territory")
territory_dialog.setWindowModality(Qt.ApplicationModal)
territory_dialog.setFixedSize(280, 240)
territory_dialog.exec_()
def showPlayerInfo(self):
'''
Displays player name label.
'''
nameLbl = QLabel('Player Name:', self)
nameLbl.move(10, 10)
font = QFont()
font.setPointSize(17)
nameLbl.setFont(font)
self.addGoldInfo(font)
self.addPlayerInfo(font)
self.addIncomeInfo(font)
self.addMaintInfo(font)
def addGoldInfo(self, font):
'''
Adds gold LCDNumber and connects it with the correct signal.
'''
goldLbl = QLabel('Gold:', self)
goldLbl.move(300, 10)
goldLbl.setFont(font)
goldLcd = QLCDNumber(4, self)
goldLcd.move(360, 0)
goldLcd.setFrameShape(QFrame.NoFrame)
goldLcd.resize(65, 40)
self.sig.goldChanged.connect(goldLcd.display)
self.sig.goldChanged.emit(self.game.player.gold)
def addPlayerInfo(self, font):
'''
Shows current player's name and adds event for changing player's name.
'''
self.player = QLabel(self.game.player.name, self)
color = QColor(*self.game.player.color).name()
self.player.setGeometry(150, 10, 40, 30)
self.player.setFont(QFont(font.family(), 16, 200, True))
self.player.setStyleSheet("QWidget { color: %s }" % color)
self.player.adjustSize()
self.player.mouseReleaseEvent = self.changePlayerName
def addIncomeInfo(self, font):
'''
Adds the income LCDNumber and connects it with the correct signals.
'''
incomeLbl = QLabel("Income:", self)
incomeLbl.setFont(font)
incomeLbl.move(460, 10)
incomeLcd = QLCDNumber(3, self)
incomeLcd.move(530, 0)
incomeLcd.setFrameShape(QFrame.NoFrame)
incomeLcd.resize(60, 40)
self.sig.incomeChanged.connect(incomeLcd.display)
self.sig.incomeChanged.emit(self.game.player.income())
def addMaintInfo(self, font):
'''
Adds maintenance QLCDNumber and connects it with the correct signals.
'''
maintLbl = QLabel("Total maintenance:", self)
maintLbl.move(620, 10)
maintLbl.setFont(font)
maintLcd = QLCDNumber(3, self)
maintLcd.move(840, 7)
maintLcd.setFrameShape(QFrame.NoFrame)
maintLcd.resize(50, 30)
self.sig.maintChanged.connect(maintLcd.display)
maint = self.game.player.get_armies_maint()
self.sig.maintChanged.emit(maint[0] + maint[1])
def addDiplomacyLabels(self):
'''
Displays diplomatic labels for every player.
'''
y = 100
font = QFont()
font.setPointSize(17)
self.diploLbls = []
for player in self.game.players:
lbl = DiploLabel(player.name, self)
lbl.move(1230, y)
color = player.color
lbl.setStyleSheet("QWidget { color: %s }" % QColor(*color).name())
lbl.setFont(QFont(font.family(), 16, 200, True))
self.diploLbls.append(lbl)
y = y + 50
diplomacy = QLabel("Diplomacy", self)
diplomacy.move(1230, 50)
diplomacy.setFont(QFont(font.family(), 16, 200, True))
def updateDiploLabels(self):
'''
Updates diplomatic label's texts when any player's name is changed.
'''
for i in range(len(self.game.players)):
self.diploLbls[i].setText(self.game.players[i].name)
def changePlayerName(self, event):
'''
Method that calls input dialog to change player's name.
'''
input = QInputDialog(self)
input.setLabelText("Name")
input.setWindowTitle("Change name")
if input.exec_() == 1:
newName = input.textValue()
self.game.player.name = newName
self.player.setText(newName)
self.updateDiploLabels()
def showArmies(self):
'''
Initially adds players' armies in the GUI.
'''
self.armies = []
for player in self.game.players:
for army in player.armies:
x = army.pos_x
y = army.pos_y
center = self.coords[x][y].center
self.armies.append(ArmySquare(self, army, center))
self.addArmyButtons()
def raisePlayerArmies(self, player):
'''
Raises player's armies to the top of the map layer.
'''
for army in self.armies:
if army.army.owner is player:
army.raise_()
if army.army.killed():
army.close()
def addArmyButtons(self):
'''
Adds buttons for upgrading of the player's units and connects these
buttons to the responsible methods.
'''
infPrice = self.game.player.inf_price * 2
self.infB = QPushButton("Upgrade infantry: {}".format(infPrice), self)
self.infB.move(0, 100)
self.infB.setEnabled(self.game.player.can_upgr_inf())
self.infB.clicked.connect(self.upgrInf)
cavPrice = self.game.player.cav_price * 2
self.cavB = QPushButton("Upgrade cavlary: {}".format(cavPrice), self)
self.cavB.move(0, 130)
self.cavB.setEnabled(self.game.player.can_upgr_cav())
self.cavB.clicked.connect(self.upgrCav)
def upgrCav(self, event):
'''
Upgrades player's cavlary units.
'''
player = self.game.player
player.upgr_cav()
self.updateButtons()
self.sig.goldChanged.emit(player.gold)
def upgrInf(self, event):
'''
Upgrades player's infantry units.
'''
player = self.game.player
player.upgr_inf()
self.updateButtons()
self.sig.goldChanged.emit(player.gold)
def updateButtons(self):
'''
Updates unit upgrade buttons with the new upgrade prices.
'''
player = self.game.player
self.infB.setText("Upgrade infantry: {}".format(player.inf_price * 2))
self.cavB.setText("Upgrade cavlary: {}".format(player.cav_price * 2))
self.cavB.setEnabled(player.can_upgr_cav())
self.infB.setEnabled(player.can_upgr_inf())
def showOffers(self):
'''
Displays dialogs with the pending offers of the current player.
'''
for offer in self.game.player.offers:
offerDialog = OfferDialog(offer)
if offerDialog.exec_() == 1:
offer.accept()
self.sig.goldChanged.emit(self.game.player.gold)
self.game.player.offers = []
def quit(self):
self.game.turn = -1
for player in self.game.players:
player.end_turn.release()
time.sleep(1)
self.close()
class DiploLabel(QLabel):
'''
Class for diplomatic labels. Main reason to make it is adding
the mouse clicked event to these labels so that they open the
correct diplomacy windows when clicked.
'''
def __init__(self, text, parent):
super().__init__(text, parent)
def mouseReleaseEvent(self, event):
player = None
active = self.parent().game.player
for x in self.parent().game.players:
if x.name == self.text():
player = x
self.openDiplomacy(active, player)
def openDiplomacy(self, active, player):
dialog = DiploDialog(active, player)
result = dialog.exec_()
class DiploDialog(QDialog):
'''
Diplomatic dialog.
'''
def __init__(self, active, player):
super().__init__()
self.active = active
self.player = player
self.allies = []
self.enemies = []
self.gold = 0
self.setWindowTitle(self.player.name)
self.addInfo()
self.addActions()
def addActions(self):
'''
Adds and places the labels and buttons for the diplomatic actions
possible in the game.
'''
actions = QLabel("Actions", self)
actions.move(0, 80)
actions.setFont(self.qfont)
self.ally = QPushButton("Ally", self)
self.ally.move(0, 100)
self.ally.adjustSize()
self.ally.clicked.connect(self.allyClicked)
self.declareWar = QPushButton("Declare War", self)
self.declareWar.move(100, 100)
self.declareWar.adjustSize()
self.declareWar.clicked.connect(self.warClicked)
self.peace = QPushButton("Make Peace", self)
self.peace.move(100, 150)
self.peace.adjustSize()
self.peace.clicked.connect(self.peaceClicked)
self.callToArms = QPushButton("Call to arms", self)
self.callToArms.move(0, 150)
self.callToArms.adjustSize()
self.callToArms.clicked.connect(self.callClicked)
self.breakAlly = QPushButton("Break Alliance", self)
self.breakAlly.adjustSize()
self.breakAlly.move(50, 125)
self.breakAlly.clicked.connect(self.breakClicked)
self.updateEnables()
def addInfo(self):
'''
Adds allies and enemies labels.
'''
self.qfont = QFont()
self.qfont.setPointSize(13)
allies = QLabel("Allies", self)
allies.setFont(self.qfont)
enemies = QLabel("Enemies", self)
enemies.setFont(self.qfont)
enemies.move(0, 40)
self.addPlayers(self.player.allies, 20, self.allies)
self.addPlayers(self.player.enemies, 60, self.allies)
def addPlayers(self, players, y, labels):
'''
Displays labels for every player in players and positions them at
y coordinate y.
'''
x = 0
for player in players:
lbl = QLabel(player.name, self)
lbl.move(x, y)
lbl.setFont(self.qfont)
color = player.color
lbl.setStyleSheet("QWidget { color: %s }" % QColor(*color).name())
x = x + 100
labels.append(lbl)
def updateEnemies(self):
'''
Updates enemies labels.
'''
x = 0
for label in self.enemies:
label.move(x, 60)
x = x + 100
def removeLabel(self, labels, name):
'''
Remove labels with text name from labels.
'''
for label in labels:
if label.text() == name:
for_del = label
for_del.hide()
if for_del:
labels.remove(for_del)
def warClicked(self, event):
self.active.declare_war(self.player)
lbl = QLabel(self.active.name, self)
lbl.setFont(self.qfont)
color = self.active.color
lbl.setStyleSheet("QWidget { color: %s }" % QColor(*color).name())
lbl.show()
msg = " declared war on you"
offer = Offer("message", self.player, self.active, 0, msg)
self.player.offers.append(offer)
self.enemies.append(lbl)
self.updateEnemies()
self.updateEnables()
def peaceClicked(self, event):
if self.execInput() == 1:
offer = Offer("peace", self.player, self.active, self.gold)
self.player.offers.append(offer)
self.peace.setEnabled(False)
def allyClicked(self, event):
if self.execInput() == 1:
offer = Offer("alliance", self.player, self.active, self.gold)
self.player.offers.append(offer)
self.ally.setEnabled(False)
self.declareWar.setEnabled(False)
def breakClicked(self, event):
self.active.break_ally(self.player)
self.removeLabel(self.allies, self.active.name)
msg = " broke the alliance with you"
offer = Offer("message", self.player, self.active, 0, msg)
self.player.offers.append(offer)
self.updateEnables()
def callClicked(self, event):
if self.execInput() == 1:
offer = Offer("call to arms", self.player, self.active, self.gold)
self.player.offers.append(offer)
self.callToArms.setEnabled(False)
def execInput(self):
'''
Executes the input dialog for adding gold in the offer.
'''
input = QInputDialog()
input.setWindowTitle("Gold ammount")
msg = "Enter negative number"
msg = msg + " to offer and positive number to demand gold"
input.setLabelText(msg)
input.setIntRange(-self.active.gold, self.player.gold)
input.setIntValue(0)
result = input.exec_()
self.gold = -input.intValue()
return result
def updateEnables(self):
'''
Updates the enables of all diplomatic actions
in the diplomatic window.
'''
notActive = self.player is not self.active
allyEnabled = self.player not in self.active.allies and notActive
allyEnabled = allyEnabled and self.player not in self.active.enemies
self.ally.setEnabled(allyEnabled)
peaceEnabled = self.player in self.active.enemies and notActive
self.peace.setEnabled(peaceEnabled)
self.callToArms.setEnabled(self.active.can_call_to_arms(self.player))
self.declareWar.setEnabled(allyEnabled)
self.breakAlly.setEnabled(self.active in self.player.allies)
class OfferDialog(QDialog):
'''
Diplomatic offer dialog. Shows every time a player receives an offer.
'''
def __init__(self, offer):
super().__init__()
self.offer = offer
self.setWindowTitle("Diplomatic message")
self.addLabels()
if self.offer.type == "message":
ok = QPushButton("OK", self)
ok.move(50, 100)
ok.clicked.connect(self.accept)
else:
self.addButtons()
def addLabels(self):
msg = self.offer.msg
if self.offer.gold < 0:
txt = " and demands {} gold.".format(abs(self.offer.gold))
elif self.offer.gold > 0:
txt = " and offers {} gold.".format(abs(self.offer.gold))
else:
txt = "."
if self.offer.type == "peace":
msg = " offers you peace"
elif self.offer.type == "alliance":
msg = " offers you alliance"
elif self.offer.type == "call to arms":
msg = " calls you to arms in a war against"
for player in self.offer.sender.enemies:
msg = msg + " {}".format(player.name)
msg = self.offer.sender.name + msg + txt
lbl = QLabel(msg, self)
lbl.adjustSize()
def addButtons(self):
accept = QPushButton("accept", self)
accept.move(20, 100)
accept.clicked.connect(self.accept)
decline = QPushButton("decline", self)
decline.move(170, 100)
decline.clicked.connect(self.reject)
class Signals(QFrame):
'''
Dummie class for all the signals needed in MapWindow.
'''
turnChanged = pyqtSignal(int)
goldChanged = pyqtSignal(float)
incomeChanged = pyqtSignal(int)
maintChanged = pyqtSignal(float)
def __init__(self):
super().__init__()
class TerritorySquare(QFrame):
'''
Class for a territory on the map.
'''
incomeChanged = pyqtSignal(int)
marketUpgr = pyqtSignal(int)
fortUpgr = pyqtSignal(int)
def __init__(self, parent, ter):
super().__init__(parent)
self.ter = ter
def calcCenter(self):
'''
Calculates the center coordinates of the territory.
Needed for the placing of the armies on the territories.
'''
center_x = self.pos().x() + self.width() // 2
center_y = self.pos().y() + self.height() // 2
self.center = (center_x, center_y)
def update(self):
'''
Updates the colour of the territory.
'''
if self.ter.owner:
color = self.ter.owner.color
bgcolor = "QWidget { background-color: %s }"
self.setStyleSheet(bgcolor % QColor(*color).name())
class TerritoryDialog(QDialog):
'''
Dialog showed every time a territory is clicked.
'''
def __init__(self, map, event):
super().__init__()
self.mapW = map
self.square = map.childAt(event.globalX(), event.globalY())
self.addButtons()
self.addLabels()
self.addLCDNumbers()
def addButtons(self):
ter = self.square.ter
player = self.mapW.game.player
cost = ter.buildings.get_market_cost()
self.marketUpgrB = QPushButton("Upgrade market: {}".format(cost), self)
self.marketUpgrB.move(160, 100)
self.marketUpgrB.clicked.connect(self.upgrMarket)
self.marketUpgrB.setEnabled(ter.can_upgr_market())
cost = ter.buildings.get_fort_cost()
self.fortUpgrB = QPushButton("Upgrade fort: {}".format(cost), self)
self.fortUpgrB.move(160, 60)
self.fortUpgrB.setFixedWidth(self.fortUpgrB.width() + 5)
self.fortUpgrB.clicked.connect(self.upgrFort)
self.fortUpgrB.setEnabled(ter.can_upgr_fort())
owner = ter.owner
cavPrice = owner.cav_price if owner else 0
infPrice = owner.inf_price if owner else 0
self.hireCavB = QPushButton("Hire cavlary: {}".format(cavPrice), self)
self.hireCavB.move(160, 140)
self.hireCavB.clicked.connect(self.hireCav)
cavEnable = owner is player and owner.can_hire_cav()
infEnable = owner is player and owner.can_hire_inf()
self.hireCavB.setEnabled(cavEnable and not ter.is_sieged())
self.hireInfB = QPushButton("Hire infantry: {}".format(infPrice), self)
self.hireInfB.move(10, 140)
self.hireInfB.clicked.connect(self.hireInf)
self.hireInfB.setEnabled(infEnable and not ter.is_sieged())
def addLabels(self):
self.fortTxt = QLabel("Fort level:", self)
self.fortTxt.move(10, 60)
self.marketTxt = QLabel("Market level:", self)
self.marketTxt.move(10, 100)
self.incomeTxt = QLabel("Income:", self)
self.incomeTxt.move(10, 20)
isSieged = self.square.ter.siege_leader
capTime = self.square.ter.capture_time
sieger = self.square.ter.siege_leader.name if isSieged else ""
turns = self.square.ter.capture_time if capTime > 0 else ""
msg = "Sieged by: {}\nCapture turns left: {}".format(sieger, turns)
self.siegeTxt = QLabel(msg, self)
self.siegeTxt.move(10, 180)
txtFont = QFont()
txtFont.setPointSize(15)
self.fortTxt.setFont(txtFont)
self.marketTxt.setFont(txtFont)
self.incomeTxt.setFont(txtFont)
self.siegeTxt.setFont(txtFont)
def addLCDNumbers(self):
fortLCD = QLCDNumber(1, self)
fortLCD.setFrameShape(QFrame.NoFrame)
fortLCD.move(125, 50)
fortLCD.resize(40, 40)
fortLCD.display(self.square.ter.buildings.fort_lvl)
incomeLCD = QLCDNumber(2, self)
incomeLCD.setFrameShape(QFrame.NoFrame)
incomeLCD.move(117, 10)
incomeLCD.resize(40, 40)
incomeLCD.display(self.square.ter.get_income())
marketLCD = QLCDNumber(1, self)
marketLCD.setFrameShape(QFrame.NoFrame)
marketLCD.move(125, 90)
marketLCD.resize(40, 40)
marketLCD.display(self.square.ter.buildings.market_lvl)
self.square.incomeChanged.connect(incomeLCD.display)
self.square.fortUpgr.connect(fortLCD.display)
self.square.marketUpgr.connect(marketLCD.display)
def upgrFort(self, event):
'''
Method to upgrade the fort of the territory.
'''
player = self.mapW.game.player
ter = self.square.ter
ter.upgr_fort()
cost = ter.buildings.get_fort_cost()
self.fortUpgrB.setText("Upgrade fort: {}".format(cost))
self.updateEnables()
self.square.fortUpgr.emit(ter.buildings.fort_lvl)
self.mapW.sig.goldChanged.emit(player.gold)
def upgrMarket(self, event):
'''
Method to upgrade the market of the territory.
'''
player = self.mapW.game.player
ter = self.square.ter
ter.upgr_market()
cost = ter.buildings.get_market_cost()
self.marketUpgrB.setText("Upgrade market: {}".format(cost))
self.updateEnables()
self.square.marketUpgr.emit(ter.buildings.market_lvl)
self.square.incomeChanged.emit(ter.get_income())
self.mapW.sig.goldChanged.emit(player.gold)
self.mapW.sig.incomeChanged.emit(player.income())
def hireCav(self, event):
player = self.mapW.game.player
self.hireTroops(player.hire_cav, "cav_price")
def hireInf(self, event):
player = self.mapW.game.player
self.hireTroops(player.hire_inf, "inf_price")
def hireTroops(self, hireF, troopPrice):
'''
Hires troops on the current territory. hireF is the function for
hiring the troops.
'''
player = self.mapW.game.player
ter = self.square.ter
army = hireF(ter.x, ter.y)
center_widget = self.mapW.childAt(*self.square.center)
if isinstance(center_widget, ArmySquare):
center_widget.army = army
else:
asq = ArmySquare(self.mapW, army, self.square.center)
self.mapW.armies.append(asq)
asq.show()
asq.raise_()
self.updateEnables()
self.mapW.sig.goldChanged.emit(player.gold)
maint = player.get_armies_maint()
self.mapW.sig.maintChanged.emit(maint[0] + maint[1])
def updateEnables(self):
'''
Updates the enables of the buttons in the territory dialog.
'''
player = self.mapW.game.player
ter = self.square.ter
sieged = ter.is_sieged()
self.hireCavB.setEnabled(player.can_hire_cav() and not sieged)
self.hireInfB.setEnabled(player.can_hire_inf() and not sieged)
self.marketUpgrB.setEnabled(ter.can_upgr_market())
self.fortUpgrB.setEnabled(ter.can_upgr_fort())
self.mapW.updateButtons()
class ArmySquare(QFrame):
'''
Frame for the armies in the GUI.
'''
def __init__(self, parent, army, pt):
super().__init__(parent)
self.army = army
color = army.owner.color
bgcolor = "QWidget { background-color: %s }"
self.setStyleSheet(bgcolor % QColor(*color).name())
self.setFrameShape(QFrame.Box)
self.a = 20
a = self.a
self.setGeometry(pt[0] - a / 2, pt[1] - a / 2, a, a)
self.mouseReleaseEvent = self.moveArmy
def moveArmy(self, event):
'''
Method for moving the army.
'''
x = event.globalX()
y = event.globalY()
square = self.parent().childAt(x, y)
if square is self:
return self.clicked()
if isinstance(square, ArmySquare):
square = self.parent().childAt(x + self.a, y + self.a)
canMove = square and self.army.can_move(square.ter.x, square.ter.y)
prevPos = self.pos()
prevPos.setX(prevPos.x() + self.a)
change = []
if canMove and self.openMoveDialog(change) == 1 and change:
self.splitArmy(change)
if self.army.killed():
return None
pt = square.center
if isinstance(self.parent().childAt(pt[0], pt[1]), ArmySquare):
self.engage(self.parent().childAt(pt[0], pt[1]), square.ter)
canMove = self.army.morale > 0 and not self.army.killed()
else:
square.ter.siege(self.army.owner)
prevSquare = self.parent().childAt(prevPos)
if canMove: # the army is not killed and we can move it
self.move(pt[0] - self.a / 2, pt[1] - self.a / 2)
self.army.move(square.ter.x, square.ter.y)
self.raise_()
if change[0] + change[1] == 200: # whole army is moved
prevSquare.ter.lift_siege(self.army.owner)
prevX = prevPos.x()
prevY = prevPos.y()
other = self.parent().childAt(prevX - self.a, prevY)
if isinstance(other, ArmySquare) and other.army.owner:
prevSquare.ter.siege(other.army.owner)
elif change[0] + change[1] < 200:
prevX = prevPos.x()
prevY = prevPos.y()
armyLeft = self.parent().childAt(prevX - self.a, prevY)
if not isinstance(armyLeft, ArmySquare):
return None
armyLeft.army.join(self.army)
if armyLeft.army.killed():
self.parent().armies.remove(armyLeft)
armyLeft.close()
prevSquare.ter.lift_siege(armyLeft.army.owner)
self.parent().armies.remove(self)
else: # whole army is moved and killed
prevSquare.ter.lift_siege(self.army.owner)
def splitArmy(self, change):
'''
Method to split the army in two separate armies on diffetent
locations.
'''
if change[0] == 99: # max percentage selected
change[0] = 100
if change[1] == 99:
change[1] = 100
if change[0] + change[1] < 200:
infA = self.army.troops[0].ammount * change[0] // 100
cavA = self.army.troops[1].ammount * change[1] // 100
ter_square = self.parent().childAt(self.x() + self.a, self.y())
pt = ter_square.center
army = self.army.split((infA, cavA))
if not army.killed():
armyLeft = ArmySquare(self.parent(), army, pt)
armyLeft.raise_()
armyLeft.show()
self.parent().armies.append(armyLeft)
else:
ter_square.ter.lift_siege(self.army.owner)
def clicked(self):
'''
Army square is clicked -> show army dialog.
'''
dialog = ArmyDialog(self.army)
dialog.setWindowTitle(self.army.owner.name)
dialog.setFixedSize(280, 200)
dialog.exec_()
def openMoveDialog(self, change):
'''
Opens the dialog in which the player selects how many percents
of each unit he wants to move.
'''
moveDialog = MoveArmyDialog(self.army)
moveDialog.setWindowTitle("Choose army ammount")
moveDialog.setFixedSize(280, 200)
result = moveDialog.exec_()
if moveDialog.infSld.value() + moveDialog.cavSld.value() > 0:
change.append(moveDialog.infSld.value())
change.append(moveDialog.cavSld.value())
return result
def engage(self, other, ter):
self.army.fight(other.army, ter)
if self.army.killed():
self.close()
if other.army.killed():
other.close()
maint = self.parent().game.player.get_armies_maint()
self.parent().sig.maintChanged.emit(maint[0] + maint[1])
class ArmyDialog(QDialog):
'''
Dialog shown when the army square is clicked. Contains information
about the armies stats.
'''
def __init__(self, army):
super().__init__()
self.addLabels(army.troops[0], "Infantry", 0)
self.addLabels(army.troops[1], "Cavlary", 140)
maint = army.get_maintenance()
font = QFont()
font.setPointSize(13)
infMaint = QLabel("Maintenance: {}".format(maint[0]), self)
cavMaint = QLabel("Maintenance: {}".format(maint[1]), self)
infMaint.move(0, 150)
infMaint.setFont(font)
cavMaint.move(140, 150)
cavMaint.setFont(font)
msg = "Army Morale : {}/{}".format(army.morale, army.get_max_morale())
moraleLbl = QLabel(msg, self)
moraleLbl.move(0, 120)
moraleLbl.setFont(font)
def addLabels(self, unit, name, x):
attTxt = "Attack : {}".format(unit.attack)
defTxt = "Defence : {}".format(unit.defence)
ammTxt = "Ammount : {}".format(unit.ammount)
nameLbl = QLabel(" {}".format(name), self)
attLbl = QLabel(attTxt, self)
defLbl = QLabel(defTxt, self)
ammLbl = QLabel(ammTxt, self)
nameLbl.move(x, 0)
attLbl.move(x, 30)
defLbl.move(x, 60)
ammLbl.move(x, 90)
font = QFont()
font.setPointSize(13)
nameLbl.setFont(font)
attLbl.setFont(font)
defLbl.setFont(font)
ammLbl.setFont(font)
class MoveArmyDialog(QDialog):
'''
Dialog opened when the player tries to move an army.
Lets the player choose how many percents of each unit he desires
to move.
'''
def __init__(self, army):
super().__init__()
self.addLabels()
self.cavSld = QSlider(Qt.Horizontal, self)
self.cavSld.move(150, 40)
self.infSld = QSlider(Qt.Horizontal, self)
self.infSld.move(0, 40)
self.addNumbers()
accept = QPushButton("Accept", self)
accept.move(100, 150)
accept.clicked.connect(self.accept)
def addNumbers(self):
cavNum = QLCDNumber(2, self)
self.cavSld.valueChanged.connect(cavNum.display)
self.cavSld.setValue(99)
cavNum.resize(60, 40)
cavNum.move(150, 60)
infNum = QLCDNumber(2, self)
self.infSld.valueChanged.connect(infNum.display)
self.infSld.setValue(99)
infNum.resize(60, 40)
infNum.move(0, 60)
def addLabels(self):
font = QFont()
font.setPointSize(15)
infLbl = QLabel("Infantry", self)
infLbl.setFont(font)
infLbl.move(0, 0)
cavLbl = QLabel("Cavlary", self)
cavLbl.setFont(font)
cavLbl.move(150, 0)
if __name__ == '__main__':
import sys
app = QApplication(sys.argv)
window = MapWindow()
window.show()
sys.exit(app.exec_())