Пример #1
0
class AbilityIcon(Container):
    default_width = 48
    default_height = 48
    default_align = uiconst.TOPLEFT
    default_state = uiconst.UI_NORMAL
    tooltipPanelClassInfo = SquadronTooltipModuleWrapper()

    def ApplyAttributes(self, attributes):
        Container.ApplyAttributes(self, attributes)
        self.activeCurve = None
        self.activationPendingCurve = None
        self.deactivationCurve = None
        self.ramp_active = False
        self.buttonDisabled = False
        self.shipFighterState = GetShipFighterState()
        self.crimewatchSvc = sm.GetService('crimewatchSvc')
        self.innerCont = Container(name='innerCont',
                                   parent=self,
                                   align=uiconst.TOBOTTOM,
                                   height=self.height)
        self.stateLabel = EveLabelSmall(parent=self.innerCont,
                                        align=uiconst.CENTER)
        self.controller = attributes.controller
        self.slotID = self.controller.slotID
        self.fighterID = attributes.fighterID
        self.fighterTypeID = attributes.fighterTypeID
        ability = self.GetAbilityInfo()
        self.abilityNameID = ability.displayNameID
        iconID = ability.iconID
        self.abilityIcon = Icon(parent=self.innerCont,
                                align=uiconst.CENTER,
                                width=32,
                                height=32,
                                icon=iconID,
                                state=uiconst.UI_DISABLED)
        self.hilite = Sprite(
            parent=self.innerCont,
            name='hilite',
            width=44,
            height=44,
            align=uiconst.CENTER,
            state=uiconst.UI_DISABLED,
            texturePath='res:/UI/Texture/classes/ShipUI/slotHilite.png',
            blendMode=trinity.TR2_SBM_ADDX2)
        self.hilite.display = False
        bgSprite = Sprite(
            parent=self.innerCont,
            align=uiconst.CENTER,
            width=64,
            height=64,
            texturePath=
            'res:/UI/Texture/classes/ShipUI/Fighters/slotFighterAbility.png',
            state=uiconst.UI_DISABLED)
        self.abilityIcon.SetSize(32, 32)
        self.DrawQtyCont()
        self.DrawTimer()
        self.DrawCoolDownTimer()
        self.DrawSafetyGlow()
        self.targetMode = ability.targetMode
        abilityID = GetAbilityIDForSlot(self.fighterTypeID, self.slotID)
        effectID = GetDogmaEffectIDForAbilityID(abilityID)
        self.abilityEffect = cfg.dgmeffects.Get(effectID)
        self.OnAbilityStatusUpdated(self.fighterID, self.slotID)
        self.shipFighterState.signalOnAbilityActivationStatusUpdate.connect(
            self.OnAbilityStatusUpdated)

    def GetSafetyWarning(self):
        requiredSafetyLevel = self.GetRequiredSafetyLevel()
        if self.crimewatchSvc.CheckUnsafe(requiredSafetyLevel):
            return requiredSafetyLevel
        else:
            return None

    def GetRequiredSafetyLevel(self):
        requiredSafetyLevel = self.crimewatchSvc.GetRequiredSafetyLevelForEffect(
            self.abilityEffect)
        return requiredSafetyLevel

    def OnMouseEnter(self, *args):
        self.hilite.display = True
        requiredSafetyLevel = self.GetSafetyWarning()
        if requiredSafetyLevel is not None:
            if requiredSafetyLevel == const.shipSafetyLevelNone:
                color = crimewatchConst.Colors.Criminal
            else:
                color = crimewatchConst.Colors.Suspect
            self.safetyGlow.color.SetRGBA(*color.GetRGBA())
            self.safetyGlow.display = True

    def OnMouseExit(self, *args):
        self.hilite.display = False
        self.safetyGlow.display = False

    def DrawSafetyGlow(self):
        self.safetyGlow = Sprite(
            parent=self.innerCont,
            name='safetyGlow',
            width=64,
            height=64,
            padding=2,
            align=uiconst.CENTER,
            state=uiconst.UI_DISABLED,
            texturePath='res:/UI/Texture/classes/ShipUI/slotGlow.png',
            color=crimewatchConst.Colors.Yellow.GetRGBA())
        self.safetyGlow.display = False

    def DrawTimer(self):
        self.glow = Sprite(
            parent=self.innerCont,
            name='glow',
            width=64,
            height=64,
            padding=2,
            align=uiconst.CENTER,
            state=uiconst.UI_DISABLED,
            texturePath='res:/UI/Texture/classes/ShipUI/slotGlow.png',
            color=GLOWCOLOR)
        self.glow.display = False
        self.busy = Sprite(
            parent=self.innerCont,
            name='busy',
            width=64,
            height=64,
            padding=2,
            align=uiconst.CENTER,
            state=uiconst.UI_DISABLED,
            texturePath='res:/UI/Texture/classes/ShipUI/slotGlow.png',
            color=BUSYCOLOR)
        self.busy.display = False
        self.ramps = ShipModuleButtonRamps(parent=self.innerCont,
                                           idx=0,
                                           top=-8)
        self.ramps.display = False

    def DrawCoolDownTimer(self):
        self.coolDownRamps = ShipModuleReactivationTimer(parent=self.innerCont,
                                                         name='coolDown',
                                                         idx=-1)
        self.coolDownRamps.display = False

    def DrawQtyCont(self):
        self.quantityParent = Container(parent=self.innerCont,
                                        name='quantityParent',
                                        pos=(16, 6, 24, 10),
                                        align=uiconst.BOTTOMRIGHT,
                                        state=uiconst.UI_DISABLED,
                                        idx=0)
        self.chargeCountLabel = Label(text='',
                                      parent=self.quantityParent,
                                      fontsize=9,
                                      letterspace=1,
                                      left=3,
                                      width=30,
                                      state=uiconst.UI_DISABLED)
        underlay = Sprite(
            parent=self.quantityParent,
            align=uiconst.TOALL,
            state=uiconst.UI_DISABLED,
            texturePath=
            'res:/UI/Texture/classes/ShipUI/slotQuantityUnderlay.png',
            color=(0, 0, 0, 1))

    def GetAbilityInfo(self):
        ability = self.controller.GetAbilityInfo()
        return ability

    def OnAbilityStatusUpdated(self, fighterID, slotID):
        if fighterID == self.fighterID and slotID == self.slotID:
            abilityActivationStatus = self.shipFighterState.GetAbilityActivationStatus(
                self.fighterID, self.slotID)
            if abilityActivationStatus:
                if abilityActivationStatus.isPending:
                    self._StartActivationPendingAnimation()
                else:
                    self._StopActivationPendingAnimation()
                if abilityActivationStatus.isDeactivating:
                    self._StartDeactivationAnimation()
                else:
                    self._StopDeactivationAnimation()
                if not abilityActivationStatus.isPending and not abilityActivationStatus.isDeactivating:
                    self._StartActiveAnimation()
                    self.buttonDisabled = False
                else:
                    self._StopActiveAnimation()
                    self.buttonDisabled = True
                if abilityActivationStatus.startTime and abilityActivationStatus.durationMs:
                    self._StartCycleAnimation(
                        abilityActivationStatus.startTime,
                        abilityActivationStatus.durationMs)
                else:
                    self._StopCycleAnimation()
            else:
                self._StopActivationPendingAnimation()
                self._StopDeactivationAnimation()
                self._StopActiveAnimation()
                self._StopCycleAnimation()
                cooldown = self.shipFighterState.GetAbilityCooldown(
                    self.fighterID, self.slotID)
                if cooldown is not None:
                    self.buttonDisabled = True
                    uthread.new(self._StartCoolDownAnimation, cooldown)
                else:
                    self.buttonDisabled = False
            self._UpdateChargeCountLabel()

    def _UpdateChargeCountLabel(self):
        maxChargeCount = GetChargeCountForTypeAndSlot(self.fighterTypeID,
                                                      self.slotID)
        if maxChargeCount is not None:
            currentChargeCount = self.shipFighterState.GetAbilityChargeCount(
                self.fighterID, self.slotID)
            self.quantityParent.Show()
            self.chargeCountLabel.SetText(currentChargeCount)
        else:
            self.quantityParent.Hide()

    def _StartCycleAnimation(self, startTime, durationMs):
        if self.ramp_active:
            return
        uthread.new(self._StartCycleAnimationThread, startTime, durationMs)

    def _StartCycleAnimationThread(self, startTime, durationMs):
        duration = durationMs * MSEC
        self.ramp_active = True
        self.ramps.display = True
        self.coolDownRamps.display = False
        while self.ramp_active:
            now = blue.os.GetSimTime()
            portionDone = (now - startTime) / duration
            if portionDone > 1:
                iterations = int(portionDone)
                startTime += long(duration * iterations)
                portionDone -= iterations
            self.ramps.SetRampValues(portionDone)
            blue.pyos.synchro.Yield()

    def _StopCycleAnimation(self):
        self.ramp_active = False
        self.ramps.display = False

    def _StartCoolDownAnimation(self, cooldown):
        self.coolDownRamps.display = True
        startTime, endTime = cooldown
        coolDownTime = int(endTime - startTime)
        self.coolDownRamps.AnimateTimer(startTime, coolDownTime)
        if endTime <= blue.os.GetSimTime():
            self.coolDownRamps.display = False
            self.buttonDisabled = False

    def _StartActiveAnimation(self):
        self.glow.display = True
        self.activeCurve = animations.FadeTo(self.glow,
                                             loops=uiconst.ANIM_REPEAT,
                                             curveType=uiconst.ANIM_WAVE)
        animations.SyncPlayback(self.activeCurve)

    def _StopActiveAnimation(self):
        self.glow.display = False
        if self.activeCurve:
            self.activeCurve.Stop()
            self.activeCurve = None

    def _StartActivationPendingAnimation(self):
        self.activationPendingCurve = animations.FadeTo(
            self.abilityIcon,
            loops=uiconst.ANIM_REPEAT,
            curveType=uiconst.ANIM_WAVE)
        animations.SyncPlayback(self.activationPendingCurve)

    def _StopActivationPendingAnimation(self):
        if self.activationPendingCurve:
            self.activationPendingCurve.Stop()
            self.activationPendingCurve = None
        animations.FadeIn(self.abilityIcon)

    def _StartDeactivationAnimation(self):
        self.busy.display = True
        self.deactivationCurve = animations.FadeTo(self.busy,
                                                   loops=uiconst.ANIM_REPEAT,
                                                   curveType=uiconst.ANIM_WAVE)
        animations.SyncPlayback(self.deactivationCurve)

    def _StopDeactivationAnimation(self):
        self.busy.display = False
        if self.deactivationCurve:
            self.deactivationCurve.Stop()
            self.deactivationCurve = None

    def OnClick(self, *args):
        if self.buttonDisabled:
            return
        self.controller.OnAbilityClick(self.targetMode)

    def Close(self):
        self._StopActiveAnimation()
        self._StopActivationPendingAnimation()
        self._StopDeactivationAnimation()
        self.shipFighterState.signalOnAbilityActivationStatusUpdate.disconnect(
            self.OnAbilityStatusUpdated)
        super(AbilityIcon, self).Close()

    def OnMouseDown(self, *args):
        if self.buttonDisabled:
            return
        self.innerCont.top = 2

    def OnMouseUp(self, *args):
        if self.buttonDisabled:
            return
        self.innerCont.top = 0
Пример #2
0
class SquadronsUI(ContainerAutoSize):
    default_width = SQUADRON_WIDTH
    default_height = 266

    def ApplyAttributes(self, attributes):
        ContainerAutoSize.ApplyAttributes(self, attributes)
        self.shipFighterState = GetShipFighterState()
        self.parentFunc = attributes.parentFunc
        self.squadrons = []
        self.lastSelected = None
        left = BUTTONCONT_WIDTH + 4
        numOfTubes = GetFighterTubesForShip()
        self.DrawControlButtons()
        for i, tubeFlagID in enumerate(const.fighterTubeFlags):
            if i < numOfTubes:
                squadron = SquadronUI(parent=self,
                                      align=uiconst.BOTTOMLEFT,
                                      tubeFlagID=tubeFlagID,
                                      left=left)
                left = squadron.left + squadron.width + 6
                self.squadrons.append(squadron)
                self.width += SQUADRON_WIDTH

    def DrawControlButtons(self):
        buttonCont = Container(parent=self,
                               align=uiconst.BOTTOMLEFT,
                               width=BUTTONCONT_WIDTH,
                               height=120)
        self.fighterToggleBtn = FighterDragButton(
            name='fighterToggleBtn',
            parent=buttonCont,
            align=uiconst.BOTTOMLEFT,
            top=0,
            left=2,
            iconSize=24,
            texturePath=
            'res:/UI/Texture/classes/ShipUI/Fighters/positionFighters_Up.png',
            downTexture=
            'res:/UI/Texture/classes/ShipUI/Fighters/positionFighters_Down.png',
            hoverTexture=
            'res:/UI/Texture/classes/ShipUI/Fighters/positionFighters_Over.png',
            func=self.OnToggleFightersDetached)
        self.recallAll = FightersButtonRecallAll(parent=buttonCont,
                                                 align=uiconst.BOTTOMLEFT,
                                                 top=25)
        self.openFighterBay = self.GetFighterBayBtn(buttonCont)
        self.launchAll = FightersButtonLaunchAll(parent=buttonCont,
                                                 align=uiconst.BOTTOMLEFT,
                                                 top=25 + HUDBUTTON_HEIGHT * 2)

    def GetFighterBayBtn(self, buttonCont):
        if session.structureid:
            return FightersButtonOpenStructureBay(parent=buttonCont,
                                                  align=uiconst.BOTTOMLEFT,
                                                  top=25 + HUDBUTTON_HEIGHT)
        else:
            return FightersButtonOpenBay(parent=buttonCont,
                                         align=uiconst.BOTTOMLEFT,
                                         top=25 + HUDBUTTON_HEIGHT)

    def OnToggleFightersDetached(self, *args):
        self.parentFunc(args)
        self.KeepSelection()

    def KeepSelection(self):
        selectedFighters = movementFunctions.GetFightersSelectedForNavigation()
        for fighterID in selectedFighters:
            movementFunctions.SelectForNavigation(fighterID)

    def SelectAll(self):
        for squadron in self.squadrons:
            squadron.SelectSquadron()

    def ClearSelection(self):
        for squadron in self.squadrons:
            squadron.DeselectSquadron()

    def GetSelectedSquadrons(self):
        selectedSquadrons = []
        for squadron in self.squadrons:
            if squadron.IsSelected():
                selectedSquadrons.append(
                    SelectedFighterTuple(
                        fighterItemID=squadron.GetFighterItemID(),
                        tubeFlagID=squadron.tubeFlagID,
                        squadron=squadron))

        return selectedSquadrons

    def OnF(self, abilitySlotID):
        untargetedAbilityFighters = []
        itemTargetedAbilityFighters = []
        pointTargetedAbilityFighters = []
        isAllAbilitiesActive = self.shipFighterState.IsAllAbilitiesInSlotActiveOrInCooldown(
            abilitySlotID)
        for squadron in self.GetSelectedSquadrons():
            try:
                ability = squadron.squadron.modulesCont.abilityIcons[
                    abilitySlotID]
            except KeyError:
                continue

            abilityActivationStatus = self.shipFighterState.GetAbilityActivationStatus(
                squadron.fighterItemID, abilitySlotID)
            if isAllAbilitiesActive:
                if abilityActivationStatus:
                    if abilityActivationStatus.isPending:
                        continue
                    if abilityActivationStatus.isDeactivating:
                        continue
            else:
                if abilityActivationStatus:
                    continue
                if self.shipFighterState.GetAbilityCooldown(
                        squadron.fighterItemID, abilitySlotID):
                    continue
            if ability.targetMode == TARGET_MODE_UNTARGETED:
                untargetedAbilityFighters.append(squadron.fighterItemID)
            elif ability.targetMode == TARGET_MODE_ITEMTARGETED:
                itemTargetedAbilityFighters.append(squadron.fighterItemID)
            elif ability.targetMode == TARGET_MODE_POINTTARGETED:
                pointTargetedAbilityFighters.append(squadron.fighterItemID)

        fightersSvc = sm.GetService('fighters')
        if isAllAbilitiesActive:
            fighterIDs = untargetedAbilityFighters + itemTargetedAbilityFighters + pointTargetedAbilityFighters
            fightersSvc.DeactivateAbilitySlots(fighterIDs, abilitySlotID)
        else:
            if untargetedAbilityFighters:
                fightersSvc.ActivateAbilitySlotsOnSelf(
                    untargetedAbilityFighters, abilitySlotID)
            if itemTargetedAbilityFighters:
                targetID = sm.GetService('target').GetActiveTargetID()
                fightersSvc.ActivateAbilitySlotsOnTarget(
                    itemTargetedAbilityFighters, abilitySlotID, targetID)
            if pointTargetedAbilityFighters:
                eveCommands = sm.GetService('cmd')
                eveCommands.CmdAimMultiSquadronFighterAbilities(
                    pointTargetedAbilityFighters, abilitySlotID)

    def SetLastSelectedTube(self, tubeFlagID):
        self.lastSelected = tubeFlagID

    def GetLastSelectedTube(self):
        return self.lastSelected

    def MultiSelectSquadrons(self, selectedSquadron):
        if selectedSquadron <= self.lastSelected:
            minSelected = selectedSquadron
            maxSelected = self.lastSelected
        else:
            minSelected = self.lastSelected
            maxSelected = selectedSquadron
        for squadron in self.squadrons:
            if squadron.tubeFlagID >= minSelected and squadron.tubeFlagID <= maxSelected:
                squadron.SelectSquadron()