示例#1
0
    def battle_init(self):
        self.subphase = None

        # Instanciate the camera handler
        self.camhandler = CameraHandler()

        # Instanciate the keyboard tile traverser
        self.inputs = KeyboardTileTraverser(self)

        # Instanciate the battle graphics
        self.battleGraphics = BattleGraphics(self.party['map'])

        # Light the scene
        self.battleGraphics.lightScene()

        # Display the terrain
        self.battleGraphics.displayTerrain()

        # Play the background music
        self.music = base.loader.loadSfx(GAME + '/music/' +
                                         self.party['map']['music'] + '.ogg')
        self.music.setLoop(True)
        self.music.play()

        # Load sounds
        self.hover_snd = base.loader.loadSfx(GAME + "/sounds/hover.ogg")
        self.clicked_snd = base.loader.loadSfx(GAME + "/sounds/clicked.ogg")
        self.cancel_snd = base.loader.loadSfx(GAME + "/sounds/cancel.ogg")
        self.attack_snd = base.loader.loadSfx(GAME + "/sounds/attack.ogg")
        self.die_snd = base.loader.loadSfx(GAME + "/sounds/die.ogg")

        # Place highlightable tiles on the map
        self.matrix = Matrix(self.battleGraphics, self.party['map'])
        self.matrix.placeChars(self.party['chars'])

        # Instanciate and hide the AT flag
        self.at = AT()
        self.at.hide()

        self.charbars = None
        self.charcard = None
        self.actionpreview = None

        # Generate the sky and attach it to the camera
        self.sky = Sky(self.party['map'])

        # Tasks
        taskMgr.add(self.characterDirectionTask, 'characterDirectionTask')

        # Cursor stuff
        self.cursor = Cursor(self.battleGraphics, self.matrix.container)

        # Add the special effects
        self.battleGraphics.addEffects()

        # Battle intro animation
        SequenceBuilder.battleIntroduction(self).start()
示例#2
0
    def run(self):
        for i in range(self.sec):
            self.netTest()
            try:
                if self.netFalg:  # 網路旗標 有無網路
                    if self.falg:  # 第一次近來不做 因為沒有上次車子的位置
                        carNow = AT.GPS()
                        print(carNow)
                        carState = final.mydata(carNow,
                                                self.carLast)  # 車狀態[時速,方向]
                        while 1:
                            values_list = self.sheet.row_values(
                                3)  # 取得救護車 最新位置
                            values_list1 = self.sheet.row_values(
                                4)  # 取得救護車 上次位置
                            if (values_list and values_list1):
                                break
                            print("sheet 抓不到資料...")
                            time.sleep(0.5)

                        ambCarM = final.AMBandmy(
                            carNow, values_list[1])  # 車跟救護車[距離(M),方向]
                        ambState = final.AMBdata(values_list[1],
                                                 values_list1[1])  # 救護車[時速,方向]
                        self.carLast = carNow

                        self.state = [
                            str(carState[0]) + " KM/H",
                            str(ambCarM[1]),
                            str(ambCarM[0]),
                            str(self.netFalg)
                        ]

                    else:
                        self.carLast = AT.GPS()
                        self.falg = 1

                        self.state = [
                            "0 KM/H", "無", "99999",
                            str(self.netFalg)
                        ]
                else:
                    self.state = ["0 KM/H", "無", "99999", str(self.netFalg)]
            except:
                self.state = ["0 KM/H", "無", "99999", str(self.netFalg)]

            self.sec_changed_signal.emit(self.state)  # 觸發函式
            time.sleep(self.timerTime)
示例#3
0
def main_menu():
	os.system('clear')
	print('Welcome to Auto Reistration System')
	print('Input the following number for features')
	print('1.New Vehicle Registration')
	print('2.Auto Transaction')
	print('3.Driver License Registration')
	print('4.Violation Record')
	print('5.Search Engine')
	print('0.Exit Program')
	cmd = input('Please enter your choice: ')
	if cmd not in {'0','1','2','3','4','5'}:
		print('Invalid input, please try again!')
		cmd = input('Please enter your choice: ')
	if cmd == '0':
		exit()
	elif cmd == '1':
		NVR.NVR_main()
		main_menu()
	elif cmd == '2':
		AT.AT_main()
		main_menu()
	elif cmd == '3':
		DLR.DLR_main()	
		main_menu()
	elif cmd == '4':
		VR.VR_main()
		main_menu()
	elif cmd == '5':
		SE.SE_main()
		main_menu()
	else:
		main_menu()
示例#4
0
def access():
	while 1:
		data,accaddr = outsock.recvfrom(1024)
		dstaddr = AT.text2addr(data)		
		print dstaddr
		addAddrlist(dstaddr)
	outsock.close()
示例#5
0
	def battle_init(self):
		self.subphase = None
		
		# Instanciate the camera handler
		self.camhandler = CameraHandler()
		
		# Instanciate the keyboard tile traverser
		self.inputs = KeyboardTileTraverser(self)
		
		# Instanciate the battle graphics
		self.battleGraphics = BattleGraphics(self.party['map'])
		
		# Light the scene
		self.battleGraphics.lightScene()
		
		# Display the terrain
		self.battleGraphics.displayTerrain()
		
		# Play the background music
		self.music = base.loader.loadSfx(GAME+'/music/'+self.party['map']['music']+'.ogg')
		self.music.setLoop(True)
		self.music.play()
		
		# Load sounds
		self.hover_snd   = base.loader.loadSfx(GAME+"/sounds/hover.ogg")
		self.clicked_snd = base.loader.loadSfx(GAME+"/sounds/clicked.ogg")
		self.cancel_snd  = base.loader.loadSfx(GAME+"/sounds/cancel.ogg")
		self.attack_snd  = base.loader.loadSfx(GAME+"/sounds/attack.ogg")
		self.die_snd     = base.loader.loadSfx(GAME+"/sounds/die.ogg")
		
		# Place highlightable tiles on the map
		self.matrix = Matrix(self.battleGraphics, self.party['map'])
		self.matrix.placeChars(self.party['chars'])
		
		# Instanciate and hide the AT flag
		self.at = AT()
		self.at.hide()
		
		self.charbars = None
		self.charcard = None
		self.actionpreview = None
		
		# Generate the sky and attach it to the camera
		self.sky = Sky(self.party['map'])
		
		# Tasks
		taskMgr.add(self.characterDirectionTask , 'characterDirectionTask')
		
		# Cursor stuff
		self.cursor = Cursor(self.battleGraphics, self.matrix.container)
		
		# Add the special effects
		self.battleGraphics.addEffects()
		
		# Battle intro animation
		SequenceBuilder.battleIntroduction(self).start()
    def __init__(self,
                 atHandle=None,
                 serialHandle=None,
                 logger=None,
                 event=None):
        self._serial = serialHandle or serial.Serial()
        self._at = atHandle or AT.AT()
        if logger == None:
            logging.basicConfig(level=logging.DEBUG)
            self.logger = logging.getLogger()
        else:
            self.logger = logger

        self.event = event
    def __init__(self, atHandle=None, serialHandle=None, logger=None, gpioPin=None, event=None):
        if logger == None:
            logging.basicConfig(level=logging.DEBUG)
            self.logger = logging.getLogger()
        else:
            self.logger = logger

        self.event = event

        self._serial = serialHandle or self.startSerial(self._device, 9600, self._timeout)
        if not self._serial:
            sys.exit(1)

        self._at = atHandle or AT.AT(self._serial, self.logger, gpioPin, self.event)
示例#8
0
	def __GetPhonebook( self ):
		print( 'GetPhonebook started' )
		pbapContacts = Pbap.Pbap( self.__device )
		if( pbapContacts.SupportsPhonebook() ):
			self.__phonebook.FromPbapVCards( pbapContacts.GetVCards() )
			self.__drawPhonebook = self.__phonebook
			return True
		else:
			atContacts = AT.AT( self.__device )
			if( atContacts.SupportsPhonebook() ):
				self.__phonebook = atContacts.GetPhonebook()
				self.__drawPhonebook = self.__phonebook
				return True
		return False
示例#9
0
文件: main.py 项目: kaydol/Diana
def get_teams(PIL_image, debug=False):
    """
    Analyzes sidebar panel and returns an array of all available teams.
    :param cv2_gray: if provided, searches in the image instead, otherwise makes a new screenshot
    :param debug: boolean, if true, shows an image with highlighted ATs and their type
    :return: an array of assault teams with [type, XY, [0, 0, 0], [maxsoldiers, maxvehicles, maxmorale]] elements
    """
    cv2_gray = convert_PILToCV2(PIL_image, cv2.COLOR_RGB2GRAY)

    # Excluding parts of the picture that do not contain AT panel
    cv2.rectangle(cv2_gray, (0, 0), (CLOSE_PANEL_POS[0], SCREEN_RESOLUTION[1]),
                  0, -1)

    # Preallocating memory for our Assault Teams
    teams = []

    for elem in AT_TEMPLATES:
        template, type, maxStats = elem

        w, h = template.shape[::-1]
        res = cv2.matchTemplate(cv2_gray, template, cv2.TM_CCOEFF_NORMED)
        threshold = 0.9
        loc = np.where(res >= threshold)
        for pt in zip(*loc[::-1]):
            # First we need to check if there is any other team placed at these coordinates
            # In order to do that, we calculate the minimum distance between pt and locations of teams we found before
            mindist = 1000
            for t in teams:
                d = distance(pt, t.getPos())
                if d < mindist: mindist = d
                # multiple recognition of the same template in the small area usually fall on the next pixels, so 5px is enough to rule that out
            if mindist < 5:
                continue
            # If pt is far enough from teams we've already counted, it must be an uncounted team
            # Therefore we should add this team in the list of teams
            status = parse_team_status(PIL_image, pt, maxStats)
            team = AT.AssaultTeam(type, pt, maxStats)
            team.setStatus(status)
            teams.append(team)
            if debug:
                print status
                cv2.rectangle(cv2_gray, pt, (pt[0] + w, pt[1] + h), 255, 2)
                cv2.putText(cv2_gray, '%s' % type, (pt[0], pt[1]),
                            cv2.FONT_HERSHEY_SIMPLEX, 1, 255, 1)

    if debug:
        cv2.imwrite(DEBUG_DIR + get_screenshot_name(), cv2_gray)

    return teams
示例#10
0
 def Connect(self):
     index = self.comport_list.curselection()
     if index:
         comport = self.comport_list.get(index)
         self.logger.info("Connecting: " + comport)
         try:
             self.atDevice = AT.ATDevice(comport)
         except:
             self.logger.warn("Device taken")
         else:
             self.logger.info("Comport opened")
             self.Disconnect_Btn.config(state="normal")
             self.Connect_Btn.config(state="disable")
     else:
         self.logger.warn("Wrong COM port selected")
示例#11
0
    def _restartClasses(self, baudrate):
        try:
            self.ser = serial.Serial(self.args.device,
                                     baudrate,
                                     timeout=self.args.timeout)
        except serial.SerialException as e:
            self.logger.error("Failed to open port {}: {}".format(
                self.args.device, e.strerror))
            sys.exit(1)

        try:
            if self.args.gpio:
                self.at = AT.AT(self.ser, self.logger, self.args.gpio)
            else:
                self.at = AT.AT(self.ser, self.logger)
        except Exception as e:
            self.logger.error("Failed to create AT class: {}".format(e))
            sys.exit(1)

        try:
            self.fw = FW.FW(self.at, self.ser, self.logger)
        except serial.SerialException as e:
            self.logger.error("Failed to create FW class: {}".format(e))
            sys.exit(1)
示例#12
0
from numpy import linalg as LA
import AT

data_path = "data_BBA/"

std_IP = 0.00452646 * 0.1  # 0.1px, for ref.
std_IP2 = 0.00122331 * 0.1  # 0.1px, for smart
std_GPS = 0.0001  # 0.0001m, for ref.
std_INS = np.deg2rad(0.0001)  # 0.0001deg, for ref
std_GPS2 = 1  # 1m, for smart
std_INS2 = np.deg2rad(1.)  # 1deg, for smart

## Import Data Files
print("(1) Import Data Files")
# Import IOP of Reference & Target Images
IO_ref = AT.import_IOP_with_Name(data_path + "IO_ref.txt",
                                 "Reference Images")  # Reference - UAV Images
IO_tar = AT.import_IOP_with_Name(data_path + "IO_tar.txt",
                                 "Target Images")  # Target - Smartphone Images
IO = np.asarray([IO_ref[0:3], IO_tar])

# Import EOP of Reference Images to be used for EOP Constraints
EO_c = AT.import_EOP_with_Name(data_path + "EO_c_ref.txt", "Reference Images")
no_EO_c = EO_c.shape[0]

# Import Initial EOP of Target Images
EO_i_tar = AT.import_EOP_with_Name(data_path + "EO_i_tar.txt", "Target Images")
EO_i_tar[:, 0] = no_EO_c + 1
EO_i_tar[:, 1:4] = EO_i_tar[:, 1:4]  #+ np.random.randn(1,3) * std_GPS2
EO_i_tar[:, 4:7] = EO_i_tar[:, 4:7]  #+ np.random.randn(1,3) * std_INS2
no_EO_tar = EO_i_tar.shape[0]
示例#13
0
import numpy as np
import AT

data_path = "data_Pre/"

# Reference Images
pixCnt_ref = np.asarray([5304, 7952])  # px
pixSize_ref = 0.00452646  # mm/px

## Read TP & Image list & EO
# iPhone 7
pixCnt_acq = np.asarray([3024, 4032])  # px
pixSize_acq = 0.00122331  # mm/px

TP = AT.import_IP(data_path + 'TP.txt')
#TP = AT.import_IP('ResultText/' + 'TP.txt')
imgList = AT.import_ImageList(data_path + 'ImgList.txt')
for n in range(len(imgList)):
    imgList[n] = imgList[n].replace('\n', '')
idxAcqImg = len(imgList)  # Index of the acquired image

idxRef = AT.import_IndexRef(data_path + 'indexRef.txt')

EO_ref = AT.import_EOP(data_path + 'EO_ref_true.txt')
EO_ref[:, 4:7] = np.deg2rad(EO_ref[:, 4:7])

EO_acq = AT.import_EOP(data_path + 'EO_smart_true.txt')
EO_acq[:, 4:7] = np.deg2rad(EO_acq[:, 4:7])

## 1. Converting coordinate system from ICS to CCS
示例#14
0
class Client(object):
	
	def __init__(self):
		self.music = base.loader.loadSfx(GAME+'/music/24.ogg')
		self.music.setLoop(True)
		self.music.play()
		self.background = GUI.Background(self.loginScreen)
	
	# Display the login window
	def loginScreen(self):
		self.loginwindow = GUI.LoginWindow(self.authenticate)
	
	def processData(self, datagram):
		iterator = PyDatagramIterator(datagram)
		source = datagram.getConnection()
		callback = iterator.getString()
		getattr(globals()[callback], 'execute')(self, iterator)
	
	# This task process data sent by the server, if any
	def tskReaderPolling(self, taskdata):
		if self.cReader.dataAvailable():
			datagram=NetDatagram()
			if self.cReader.getData(datagram):
				self.processData(datagram)
		return Task.cont
	
	# Setup connection and send the LOGIN datagram with credentials
	def authenticate(self):
		login = self.loginwindow.loginEntry.get()
		password = self.loginwindow.passwordEntry.get()
		
		self.cManager  = QueuedConnectionManager()
		self.cListener = QueuedConnectionListener(self.cManager, 0)
		self.cReader   = QueuedConnectionReader(self.cManager, 0)
		self.cReader.setTcpHeaderSize(4)
		
		self.myConnection = self.cManager.openTCPClientConnection(IP, PORT, 5000)
		if self.myConnection:
			self.cReader.addConnection(self.myConnection)
			self.send = Send(self.cManager, self.myConnection)
			print 'Client listening on', IP, ':', PORT
			taskMgr.add(self.tskReaderPolling, "Poll the connection reader")
			
			self.send.LOGIN_MESSAGE(login, password)
			
		else:
			print 'Can\'t connect to server on', IP, ':', PORT
	
	# The battle begins
	def battle_init(self):
		self.subphase = None
		
		# Instanciate the camera handler
		self.camhandler = CameraHandler()
		
		# Instanciate the keyboard tile traverser
		self.inputs = KeyboardTileTraverser(self)
		
		# Instanciate the battle graphics
		self.battleGraphics = BattleGraphics(self.party['map'])
		
		# Light the scene
		self.battleGraphics.lightScene()
		
		# Display the terrain
		self.battleGraphics.displayTerrain()
		
		# Play the background music
		self.music = base.loader.loadSfx(GAME+'/music/'+self.party['map']['music']+'.ogg')
		self.music.setLoop(True)
		self.music.play()
		
		# Load sounds
		self.hover_snd   = base.loader.loadSfx(GAME+"/sounds/hover.ogg")
		self.clicked_snd = base.loader.loadSfx(GAME+"/sounds/clicked.ogg")
		self.cancel_snd  = base.loader.loadSfx(GAME+"/sounds/cancel.ogg")
		self.attack_snd  = base.loader.loadSfx(GAME+"/sounds/attack.ogg")
		self.die_snd     = base.loader.loadSfx(GAME+"/sounds/die.ogg")
		
		# Place highlightable tiles on the map
		self.matrix = Matrix(self.battleGraphics, self.party['map'])
		self.matrix.placeChars(self.party['chars'])
		
		# Instanciate and hide the AT flag
		self.at = AT()
		self.at.hide()
		
		self.charbars = None
		self.charcard = None
		self.actionpreview = None
		
		# Generate the sky and attach it to the camera
		self.sky = Sky(self.party['map'])
		
		# Tasks
		taskMgr.add(self.characterDirectionTask , 'characterDirectionTask')
		
		# Cursor stuff
		self.cursor = Cursor(self.battleGraphics, self.matrix.container)
		
		# Add the special effects
		self.battleGraphics.addEffects()
		
		# Battle intro animation
		SequenceBuilder.battleIntroduction(self).start()
	
	def updateAllSpritesAnimations(self, animation):
		for i,charid in enumerate(self.matrix.sprites):
			Sequence(
				Wait(float(i)/6.0),
				Func(self.updateSpriteAnimation, charid, animation),
			).start()
	
	def end(self):
		taskMgr.remove('characterDirectionTask')
		for child in render.getChildren():
			child.removeNode()
		self.camhandler.destroy()
		self.coords.destroy()
		self.sky.remove()
		self.background = GUI.Background(self.send.GET_PARTIES)
	
	def showMenu(self, charid):
		self.inputs.ignoreAll()
		self.camhandler.ignoreAll()
		
		canmove = self.party['chars'][charid]['canmove']
		canact  = self.party['chars'][charid]['canact']
		
		columns = [ { 'x': -25, 'font': GUI.regularfont, 'align': TextNode.ALeft   }, ]
		
		rows = [
			{ 'cells': ['Move'        ], 'enabled': canmove, 'callback': lambda: self.send.GET_WALKABLES  (charid) },
			{ 'cells': ['Act'         ], 'enabled': canact , 'callback': lambda: self.onAttackClicked(charid) },
			{ 'cells': ['Wait'        ], 'enabled': True   , 'callback': lambda: self.onWaitClicked  (charid) },
			{ 'cells': ['Status'      ], 'enabled': False  , 'callback': lambda: self.onWaitClicked  (charid) },
			{ 'cells': ['Auto-Battle' ], 'enabled': False  , 'callback': lambda: self.onWaitClicked  (charid) },
		]
		
		GUI.ScrollableList(
			'shadowed', 73, -8, 62.0, 91.0, 16, 
			columns, rows, 5, 
			lambda: self.onCancelClicked(charid), 
			'Menu'
		)
	
	def moveCheck(self, charid, orig, origdir, dest):
		self.inputs.ignoreAll()
		self.camhandler.ignoreAll()
		GUI.MoveCheck(
			lambda: self.send.MOVE_TO(charid, dest),
			lambda: self.cancelMove(charid, orig, origdir)
		)
	
	def cancelMove(self, charid, orig, origdir):
		self.matrix.sprites[charid].node.setPos(self.battleGraphics.logic2terrain(orig))
		self.matrix.sprites[charid].setRealDir(origdir)
		self.send.UPDATE_PARTY()
	
	# Makes a character look at another one
	def characterLookAt(self, charid, targetid):
		(x1, y1, z1) = self.matrix.getCharacterCoords(charid)
		(x2, y2, z2) = self.matrix.getCharacterCoords(targetid)
		if x1 > x2:
			self.matrix.sprites[charid].setRealDir(3)
		if x1 < x2:
			self.matrix.sprites[charid].setRealDir(1)
		if y1 > y2:
			self.matrix.sprites[charid].setRealDir(4)
		if y1 < y2:
			self.matrix.sprites[charid].setRealDir(2)
	
	# Update the status (animation) of a sprite after something happened
	def updateSpriteAnimation(self, charid, animation=False):
		if animation:
			self.matrix.sprites[charid].animation = animation
		else:
			stats = self.party['chars'][charid]
			if stats['hp'] >= (stats['hpmax']/2):
				self.matrix.sprites[charid].animation = 'walk'
			if stats['hp'] < (stats['hpmax']/2):
				self.matrix.sprites[charid].animation = 'weak'
			if stats['hp'] <= 0:
				self.matrix.sprites[charid].animation = 'dead'
				self.die_snd.play()
		h = self.camhandler.container.getH()
		self.matrix.sprites[charid].updateDisplayDir( h, True )
	
	def updateCursorPos(self, pos):
		
		self.camhandler.move(self.battleGraphics.logic2terrain(pos))
		
		(x, y, z) = pos
		tile = self.party['map']['tiles'][x][y][z]
		
		self.cursor.move(x, y, z, tile)
		
		if self.charbars:
			self.charbars.hide()
		
		if self.party['map']['tiles'][x][y][z].has_key('char'):
			charid = self.party['map']['tiles'][x][y][z]['char']
			char = self.party['chars'][charid]
			if self.subphase == 'attack':
				self.charbars = GUI.CharBarsRight(char)
			else:
				self.charbars = GUI.CharBarsLeft(char)
		
		try:
			self.coords.update(tile)
		except:
			self.coords = GUI.Coords(tile)
	
### Events
	
	# Battle func
	def setupWalkableTileChooser(self, charid, walkables):
		self.inputs.acceptAll()
		self.camhandler.acceptAll()
		self.subphase = 'move'
		self.matrix.setupWalkableZone(charid, walkables)
		if self.charcard:
			self.charcard.hide()
	
	# Battle func
	def setupAttackableTileChooser(self, charid, attackables):
		self.inputs.acceptAll()
		self.camhandler.acceptAll()
		self.subphase = 'attack'
		self.matrix.setupAttackableZone(charid, attackables)
		if self.charcard:
			self.charcard.hide()
	
	# Battle func
	def setupDirectionChooser(self, charid):
		self.inputs.ignoreAll()
		self.camhandler.acceptAll()
		self.at.hide()
		DirectionChooser(charid, self.matrix.sprites[charid], self.camhandler, self.send.WAIT, self.send.UPDATE_PARTY)
	
	# Attack button clicked
	def onAttackClicked(self, charid):
		self.inputs.ignoreAll()
		self.camhandler.ignoreAll()
		GUI.Help(
			0, 25, 155, 44,
			'shadowed', 'Check',
			'Specify the target with the cursor.\nPress the %c button to select.' % CIRCLE_BTN.upper(),
			lambda: self.send.GET_ATTACKABLES(charid),
			self.send.UPDATE_PARTY,
		)
	
	# Wait menu item chosen
	def onWaitClicked(self, charid):
		self.inputs.ignoreAll()
		self.camhandler.ignoreAll()
		GUI.Help(
			0, 25, 135, 60,
			'shadowed', 'Check',
			'Specify the direction with\nthe Directional buttons.\nPress the %c button to select.' % CIRCLE_BTN.upper(),
			lambda: self.setupDirectionChooser(charid),
			self.send.UPDATE_PARTY,
		)
	
	# Cancel menu item chosen
	def onCancelClicked(self, charid):
		self.inputs.acceptAll()
		self.camhandler.acceptAll()
		if self.charcard:
			self.charcard.hide()
	
	### Tasks
	
	# Updates the displayed direction of a character according to the camera angle
	def characterDirectionTask(self, task):
		h = self.camhandler.container.getH()
		for charid in self.matrix.sprites:
			self.matrix.sprites[charid].updateDisplayDir( h );
		return Task.cont
示例#15
0
class Client(object):
    def __init__(self):
        self.music = base.loader.loadSfx(GAME + '/music/24.ogg')
        self.music.setLoop(True)
        self.music.play()
        self.background = GUI.Background(self.loginScreen)

    # Display the login window
    def loginScreen(self):
        self.loginwindow = GUI.LoginWindow(self.authenticate)

    def processData(self, datagram):
        iterator = PyDatagramIterator(datagram)
        source = datagram.getConnection()
        callback = iterator.getString()
        getattr(globals()[callback], 'execute')(self, iterator)

    # This task process data sent by the server, if any
    def tskReaderPolling(self, taskdata):
        if self.cReader.dataAvailable():
            datagram = NetDatagram()
            if self.cReader.getData(datagram):
                self.processData(datagram)
        return Task.cont

    # Setup connection and send the LOGIN datagram with credentials
    def authenticate(self):
        login = self.loginwindow.loginEntry.get()
        password = self.loginwindow.passwordEntry.get()

        self.cManager = QueuedConnectionManager()
        self.cListener = QueuedConnectionListener(self.cManager, 0)
        self.cReader = QueuedConnectionReader(self.cManager, 0)
        self.cReader.setTcpHeaderSize(4)

        self.myConnection = self.cManager.openTCPClientConnection(
            IP, PORT, 5000)
        if self.myConnection:
            self.cReader.addConnection(self.myConnection)
            self.send = Send(self.cManager, self.myConnection)
            print 'Client listening on', IP, ':', PORT
            taskMgr.add(self.tskReaderPolling, "Poll the connection reader")

            self.send.LOGIN_MESSAGE(login, password)

        else:
            print 'Can\'t connect to server on', IP, ':', PORT

    # The battle begins
    def battle_init(self):
        self.subphase = None

        # Instanciate the camera handler
        self.camhandler = CameraHandler()

        # Instanciate the keyboard tile traverser
        self.inputs = KeyboardTileTraverser(self)

        # Instanciate the battle graphics
        self.battleGraphics = BattleGraphics(self.party['map'])

        # Light the scene
        self.battleGraphics.lightScene()

        # Display the terrain
        self.battleGraphics.displayTerrain()

        # Play the background music
        self.music = base.loader.loadSfx(GAME + '/music/' +
                                         self.party['map']['music'] + '.ogg')
        self.music.setLoop(True)
        self.music.play()

        # Load sounds
        self.hover_snd = base.loader.loadSfx(GAME + "/sounds/hover.ogg")
        self.clicked_snd = base.loader.loadSfx(GAME + "/sounds/clicked.ogg")
        self.cancel_snd = base.loader.loadSfx(GAME + "/sounds/cancel.ogg")
        self.attack_snd = base.loader.loadSfx(GAME + "/sounds/attack.ogg")
        self.die_snd = base.loader.loadSfx(GAME + "/sounds/die.ogg")

        # Place highlightable tiles on the map
        self.matrix = Matrix(self.battleGraphics, self.party['map'])
        self.matrix.placeChars(self.party['chars'])

        # Instanciate and hide the AT flag
        self.at = AT()
        self.at.hide()

        self.charbars = None
        self.charcard = None
        self.actionpreview = None

        # Generate the sky and attach it to the camera
        self.sky = Sky(self.party['map'])

        # Tasks
        taskMgr.add(self.characterDirectionTask, 'characterDirectionTask')

        # Cursor stuff
        self.cursor = Cursor(self.battleGraphics, self.matrix.container)

        # Add the special effects
        self.battleGraphics.addEffects()

        # Battle intro animation
        SequenceBuilder.battleIntroduction(self).start()

    def updateAllSpritesAnimations(self, animation):
        for i, charid in enumerate(self.matrix.sprites):
            Sequence(
                Wait(float(i) / 6.0),
                Func(self.updateSpriteAnimation, charid, animation),
            ).start()

    def end(self):
        taskMgr.remove('characterDirectionTask')
        for child in render.getChildren():
            child.removeNode()
        self.camhandler.destroy()
        self.coords.destroy()
        self.sky.remove()
        self.background = GUI.Background(self.send.GET_PARTIES)

    def showMenu(self, charid):
        self.inputs.ignoreAll()
        self.camhandler.ignoreAll()

        canmove = self.party['chars'][charid]['canmove']
        canact = self.party['chars'][charid]['canact']

        columns = [
            {
                'x': -25,
                'font': GUI.regularfont,
                'align': TextNode.ALeft
            },
        ]

        rows = [
            {
                'cells': ['Move'],
                'enabled': canmove,
                'callback': lambda: self.send.GET_WALKABLES(charid)
            },
            {
                'cells': ['Act'],
                'enabled': canact,
                'callback': lambda: self.onAttackClicked(charid)
            },
            {
                'cells': ['Wait'],
                'enabled': True,
                'callback': lambda: self.onWaitClicked(charid)
            },
            {
                'cells': ['Status'],
                'enabled': False,
                'callback': lambda: self.onWaitClicked(charid)
            },
            {
                'cells': ['Auto-Battle'],
                'enabled': False,
                'callback': lambda: self.onWaitClicked(charid)
            },
        ]

        GUI.ScrollableList('shadowed', 73, -8, 62.0, 91.0, 16, columns, rows,
                           5, lambda: self.onCancelClicked(charid), 'Menu')

    def moveCheck(self, charid, orig, origdir, dest):
        self.inputs.ignoreAll()
        self.camhandler.ignoreAll()
        GUI.MoveCheck(lambda: self.send.MOVE_TO(charid, dest),
                      lambda: self.cancelMove(charid, orig, origdir))

    def cancelMove(self, charid, orig, origdir):
        self.matrix.sprites[charid].node.setPos(
            self.battleGraphics.logic2terrain(orig))
        self.matrix.sprites[charid].setRealDir(origdir)
        self.send.UPDATE_PARTY()

    # Makes a character look at another one
    def characterLookAt(self, charid, targetid):
        (x1, y1, z1) = self.matrix.getCharacterCoords(charid)
        (x2, y2, z2) = self.matrix.getCharacterCoords(targetid)
        if x1 > x2:
            self.matrix.sprites[charid].setRealDir(3)
        if x1 < x2:
            self.matrix.sprites[charid].setRealDir(1)
        if y1 > y2:
            self.matrix.sprites[charid].setRealDir(4)
        if y1 < y2:
            self.matrix.sprites[charid].setRealDir(2)

    # Update the status (animation) of a sprite after something happened
    def updateSpriteAnimation(self, charid, animation=False):
        if animation:
            self.matrix.sprites[charid].animation = animation
        else:
            stats = self.party['chars'][charid]
            if stats['hp'] >= (stats['hpmax'] / 2):
                self.matrix.sprites[charid].animation = 'walk'
            if stats['hp'] < (stats['hpmax'] / 2):
                self.matrix.sprites[charid].animation = 'weak'
            if stats['hp'] <= 0:
                self.matrix.sprites[charid].animation = 'dead'
                self.die_snd.play()
        h = self.camhandler.container.getH()
        self.matrix.sprites[charid].updateDisplayDir(h, True)

    def updateCursorPos(self, pos):

        self.camhandler.move(self.battleGraphics.logic2terrain(pos))

        (x, y, z) = pos
        tile = self.party['map']['tiles'][x][y][z]

        self.cursor.move(x, y, z, tile)

        if self.charbars:
            self.charbars.hide()

        if self.party['map']['tiles'][x][y][z].has_key('char'):
            charid = self.party['map']['tiles'][x][y][z]['char']
            char = self.party['chars'][charid]
            if self.subphase == 'attack':
                self.charbars = GUI.CharBarsRight(char)
            else:
                self.charbars = GUI.CharBarsLeft(char)

        try:
            self.coords.update(tile)
        except:
            self.coords = GUI.Coords(tile)

### Events

# Battle func

    def setupWalkableTileChooser(self, charid, walkables):
        self.inputs.acceptAll()
        self.camhandler.acceptAll()
        self.subphase = 'move'
        self.matrix.setupWalkableZone(charid, walkables)
        if self.charcard:
            self.charcard.hide()

    # Battle func
    def setupAttackableTileChooser(self, charid, attackables):
        self.inputs.acceptAll()
        self.camhandler.acceptAll()
        self.subphase = 'attack'
        self.matrix.setupAttackableZone(charid, attackables)
        if self.charcard:
            self.charcard.hide()

    # Battle func
    def setupDirectionChooser(self, charid):
        self.inputs.ignoreAll()
        self.camhandler.acceptAll()
        self.at.hide()
        DirectionChooser(charid, self.matrix.sprites[charid], self.camhandler,
                         self.send.WAIT, self.send.UPDATE_PARTY)

    # Attack button clicked
    def onAttackClicked(self, charid):
        self.inputs.ignoreAll()
        self.camhandler.ignoreAll()
        GUI.Help(
            0,
            25,
            155,
            44,
            'shadowed',
            'Check',
            'Specify the target with the cursor.\nPress the %c button to select.'
            % CIRCLE_BTN.upper(),
            lambda: self.send.GET_ATTACKABLES(charid),
            self.send.UPDATE_PARTY,
        )

    # Wait menu item chosen
    def onWaitClicked(self, charid):
        self.inputs.ignoreAll()
        self.camhandler.ignoreAll()
        GUI.Help(
            0,
            25,
            135,
            60,
            'shadowed',
            'Check',
            'Specify the direction with\nthe Directional buttons.\nPress the %c button to select.'
            % CIRCLE_BTN.upper(),
            lambda: self.setupDirectionChooser(charid),
            self.send.UPDATE_PARTY,
        )

    # Cancel menu item chosen
    def onCancelClicked(self, charid):
        self.inputs.acceptAll()
        self.camhandler.acceptAll()
        if self.charcard:
            self.charcard.hide()


### Tasks

# Updates the displayed direction of a character according to the camera angle

    def characterDirectionTask(self, task):
        h = self.camhandler.container.getH()
        for charid in self.matrix.sprites:
            self.matrix.sprites[charid].updateDisplayDir(h)
        return Task.cont
示例#16
0
    def run(self):
        """
           This is the main entry point
        """
        self._checkArgs()  # pull in the command line options

        if (self.args.debug == True):
            self.logger.info("Setting output level to DEBUG")
            self._ch.setLevel(logging.DEBUG)

        # TODO: Check panID and EncrytpionKey args are valid
        if (self.args.panID):
            pass

        if (self.args.encKey):
            pass

        # setup the serial port
        self._serial = serial.Serial()
        if (self.args.port):
            self._serial.port = self.args.port
        else:
            self._serial.port = self._port

        if (self.args.baudrate):
            self._serial.baudrate = self.args.baudrate
        else:
            self._serial.baudrate = self._baudrate

        self._serial.timeout = self._serialTimeout

        # setup the at class
        self._at = AT.AT(serialHandle=self._serial, logger=self.logger)

        self.logger.info(
            "This app will attempt to read the current PANID and encryption setting from the radio on port {}."
            .format(self._serial.port))
        self.logger.info(
            "If factory default setting are found we will generate a new PANID and encryption key to setup your radio network"
        )

        self.logger.debug("Attempting to open the serial port")
        self._serial.open()
        self.logger.debug("Port open")

        if self._readCurrent():
            if self._defaultPANID == self._panID and self._encryption == False and self._encryptionKey == self._defaultEncryptionKey:
                self.logger.info("Default settings found")

                self._generateNewSetings()
                if self._applySettings():
                    if self._saveSettings():
                        self.logger.info(
                            "New setting have been successfully applied")
                        self._printSettings()
                else:
                    self.logger.info(
                        "Failed to correctly apply setting, no changes have been saved to the device"
                    )
                    self.exit(1)
            else:
                self.logger.info(
                    "Non default settings found, no changes have been made")
                self._printSettings()
                if (self.args.force):
                    self.logger.info("Setting update forced via command line")
                    self._generateNewSetings()
                    if self._applySettings():
                        if self._saveSettings():
                            self.logger.info(
                                "New setting have been successfully applied")
                            self._printSettings()
                    else:
                        self.logger.info(
                            "Failed to correctly apply setting, no changes have been saved to the device"
                        )
                        self.exit(1)
        else:
            self.logger.info(
                "Failed to read the current setting from your radio")
            self.exit(1)
        self.exit(0)