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# Copyright 2001 - 2016 Ludek Smid [http://www.ospace.net/] |
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# |
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# This file is part of Outer Space. |
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# |
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# Outer Space is free software; you can redistribute it and/or modify |
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# it under the terms of the GNU General Public License as published by |
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# the Free Software Foundation; either version 2 of the License, or |
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# (at your option) any later version. |
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# |
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# Outer Space is distributed in the hope that it will be useful, |
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# but WITHOUT ANY WARRANTY; without even the implied warranty of |
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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# GNU General Public License for more details. |
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# |
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# You should have received a copy of the GNU General Public License |
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# along with Outer Space; if not, write to the Free Software |
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# Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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# |
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import math |
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import pygameui as ui |
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from ige import GameException |
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from ige.ospace import Rules |
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import ige.ospace.Const as Const |
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from osci import gdata, client, res |
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from TechInfoDlg import TechInfoDlg |
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from ConfirmDlg import ConfirmDlg |
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class StructTaskDlg: |
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def __init__(self, app): |
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self.app = app |
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self.showStructures = 1 |
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self.showShips = 0 |
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self.showOther = 0 |
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self.techID = 0 |
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self.sort = 'type' |
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self.showLevels = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10] |
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self.techInfoDlg = TechInfoDlg(app) |
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self.confirmDlg = ConfirmDlg(app) |
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self.createUI() |
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def display(self, caller, planetID, extraSlot=False, structToDemolish=Const.OID_NONE): |
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if gdata.config.defaults.reportfinalization != None: |
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val = gdata.config.defaults.reportfinalization |
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self.win.vReportFin.checked = val == 'yes' |
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self.caller = caller |
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self.systemID = caller.systemID |
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self.planetID = caller.planetID |
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self.playerID = client.getPlayerID() |
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self.sourceID = caller.planetID |
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self.extraSlot = extraSlot |
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self.maxTechLevel = 0 |
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self.quantity = 1 |
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self.govTransferConfirm = False |
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self.govTransferData = None |
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self.structToDemolish = structToDemolish |
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self.win.vPlanets.selectItem(None) |
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self.showPlanets() |
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self.showTechs() |
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self.win.show() |
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gdata.updateDlgs.append(self) |
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def hide(self): |
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self.win.setStatus(_("Ready.")) |
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if self in gdata.updateDlgs: |
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gdata.updateDlgs.remove(self) |
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self.win.hide() |
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def update(self): |
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if self.win.visible: |
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self.quantity = int(self.win.vQuantity.text) |
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self.showPlanets() |
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self.showTechs() |
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def showPlanets(self): |
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info = [] |
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system = client.get(self.systemID, noUpdate=1) |
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select = None |
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playerID = client.getPlayerID() |
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firstEnabled = None |
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if hasattr(system, 'planets'): |
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for planetID in system.planets: |
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# get planet |
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planet = client.get(planetID, noUpdate=1) |
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# only player owned planets can be source planets |
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enabled = getattr(planet, "owner") == playerID |
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buttonText = "%s / %s" % (getattr(planet, 'name', res.getUnknownName()), getattr(planet, "effProdProd", "?")) |
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item = ui.Item(buttonText, |
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planetID=planetID, |
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enabled=enabled, |
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align=ui.ALIGN_NONE) |
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info.append(item) |
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# remember first players planet |
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if enabled and firstEnabled == None: |
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firstEnabled = item |
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# select actual planet as source only if player owns it |
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if planetID == self.sourceID and enabled: |
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select = item |
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# set as selected source first players planet |
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if select == None: |
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select = firstEnabled |
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self.sourceID = firstEnabled.planetID |
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self.win.vPlanets.items = info |
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self.win.vPlanets.itemsChanged() |
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self.win.vPlanets.selectItem(select) |
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def _filterStructure(self, tech): |
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return ((self.win.vMilitary.checked and tech.isMilitary) |
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or (self.win.vBioProduction.checked and (getattr(tech, "prodBio", 0) or getattr(tech, "prodEnv", 0) > 0)) |
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or (self.win.vEnProduction.checked and getattr(tech, "prodEn", 0)) |
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or (self.win.vCPProduction.checked and getattr(tech, "prodProd", 0)) |
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or (self.win.vRPProduction.checked and getattr(tech, "prodSci", 0)) |
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or (self.win.vMorale.checked and getattr(tech, "moraleTrgt", 0))) |
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def _showStructures(self, prodProd): |
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items = [] |
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for techID in client.getPlayer().techs.keys(): |
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tech = client.getTechInfo(techID) |
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if not tech.isStructure or tech.level not in self.showLevels or \ |
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(tech.isStructure and not self._filterStructure(tech)): |
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continue |
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if prodProd > 0: |
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etc = math.ceil(float(tech.buildProd) / prodProd) |
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if self.sourceID != self.planetID: |
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etc *= Rules.buildOnAnotherPlanetMod |
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etc = res.formatTime(etc) |
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else: |
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etc = _("N/A") |
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item = ui.Item(etc, |
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techID=techID, |
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tIsShip=0, |
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name=tech.name, |
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tl=tech.level, |
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subtype=tech.subtype, |
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icons=((res.getTechImg(techID), ui.ALIGN_N),), |
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font="small-bold", |
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align=ui.ALIGN_S, |
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tooltipTitle=_("Details"), |
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tooltip="%s, %d %s, %s %d" % (tech.name, tech.buildProd, _("CP"), _("TL"), tech.level), |
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statustip="%s, %d %s, %s %d" % (tech.name, tech.buildProd, _("CP"), _("TL"), tech.level)) |
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self.maxTechLevel = max(self.maxTechLevel, tech.level) |
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items.append(item) |
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return items |
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def showTechs(self): |
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sourcePlanet = client.get(self.sourceID, noUpdate=1) |
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prodProd = getattr(sourcePlanet, "effProdProd", 0) |
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items = self._showStructures(prodProd) |
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# sort methods |
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if self.sort == 'none': # sort by name |
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items.sort(key=lambda a: a.name) |
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elif self.sort == 'tl': # sort by TL, subsort by name |
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items.sort(key=lambda a: a.name) |
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items.sort(key=lambda a: a.tl) |
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elif self.sort == 'type': #sort by subtype, subsort by tl |
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items.sort(key=lambda a: a.tl) |
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items.sort(key=lambda a: a.subtype) |
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self.win.vTechs.items = items |
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self.win.vTechs.itemsChanged() |
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# filter |
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for i in xrange(1, 10): |
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widget = getattr(self.win, 'vLevel%d' % i) |
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if i in self.showLevels and i <= self.maxTechLevel: |
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widget.visible = 1 |
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widget.pressed = 1 |
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elif i not in self.showLevels and i <= self.maxTechLevel: |
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widget.visible = 1 |
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widget.pressed = 0 |
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else: |
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widget.visible = 0 |
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# quantity |
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self.win.vQuantity.text = str(self.quantity) |
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def onSelectPlanet(self, widget, action, data): |
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if data == None: |
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for item in self.win.vPlanets.items: |
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if self.sourceID == item.planetID: |
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self.win.vPlanets.selectItem(item) |
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break |
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return |
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self.quantity = int(self.win.vQuantity.text) |
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self.sourceID = data.planetID |
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self.showTechs() |
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def onToggleLevel(self, widget, action, data): |
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i = widget.data |
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if i in self.showLevels: |
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self.showLevels.remove(i) |
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else: |
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self.showLevels.append(i) |
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self.update() |
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def onCancel(self, widget, action, data): |
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self.hide() |
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def onGovTransferConfirmed(self): |
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# we assume player wants to build just one center - in opposite case, he may change quantity in the task itself |
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self.win.vQuantity.text = str(1) |
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self.govTransferConfirm = True |
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self.onConstruct(*self.govTransferData) |
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def onConstruct(self, widget, action, data): |
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if not data: |
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self.win.setStatus(_('Select technology to construct.')) |
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return |
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if not self.sourceID: |
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self.sourceID = self.planetID |
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try: |
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self.quantity = int(self.win.vQuantity.text) |
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except ValueError: |
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self.win.setStatus(_('Specify quantity (1, 2, 3, ...).')) |
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return |
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# government centers have additional query and if confirmed, another round of this function is called |
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tech = client.getTechInfo(data.techID) |
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if tech.govPwr and not self.govTransferConfirm: |
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# confirm dialog doesn't send through parameters, so we have to save them |
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self.govTransferData = (widget, action, data) |
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self.confirmDlg.display(_("Do you want to issue relocation of your government?"), |
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_("Yes"), _("No"), self.onGovTransferConfirmed) |
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else: |
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try: |
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self.win.setStatus(_('Executing START CONSTRUCTION command...')) |
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planet = client.get(self.sourceID, noUpdate=1) |
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player = client.getPlayer() |
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if self.extraSlot: |
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# check required special resources, if not available, do not continue |
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# (without check, server start slot expansion but not the tech) |
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specialResources = player.stratRes |
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for sr in tech.buildSRes: |
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if specialResources.get(sr, 0) < self.quantity: |
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self.win.setStatus(_('You do not own required strategic resource(s)')) |
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return |
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else: |
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specialResources[sr] = specialResources.get(sr, 0) - self.quantity |
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for i in range(1, self.quantity + 1): |
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# as we need two slots instead of one, check whether is task queue short |
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# enough (ie 8 tasks max) |
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if len(planet.prodQueue) > 8: |
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self.win.setStatus(_('Queue is full')) |
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return |
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client.cmdProxy.startConstruction(self.sourceID, |
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Rules.Tech.ADDSLOT3, 1, self.planetID, False, |
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self.win.vReportFin.checked, Const.OID_NONE) |
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planet.prodQueue, player.stratRes = client.cmdProxy.startConstruction(self.sourceID, |
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data.techID, 1, self.planetID, data.techID < 1000, |
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self.win.vReportFin.checked, self.structToDemolish) |
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else: |
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planet.prodQueue, player.stratRes = client.cmdProxy.startConstruction(self.sourceID, |
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data.techID, self.quantity, self.planetID, data.techID < 1000, |
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self.win.vReportFin.checked, self.structToDemolish) |
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self.win.setStatus(_('Command has been executed.')) |
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except GameException, e: |
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self.win.setStatus(e.args[0]) |
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return |
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self.win.vTechs.selectItem(None) |
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self.hide() |
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self.caller.update() |
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def onInfo(self, widget, action, data): |
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if data: |
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self.techInfoDlg.display(data.techID) |
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def onFilter(self, widget, action, data): |
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self.update() |
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def onSort(self, widget, action, data): |
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self.sort = widget.data |
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if widget.data == 'none': |
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self.win.vSortTL.checked = 0 |
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self.win.vSortType.checked = 0 |
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elif widget.data == 'tl': |
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self.win.vSortNone.checked = 0 |
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self.win.vSortType.checked = 0 |
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elif widget.data == 'type': |
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self.win.vSortTL.checked = 0 |
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self.win.vSortNone.checked = 0 |
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self.update() |
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def createUI(self): |
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w, h = gdata.scrnSize |
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cols = 32 |
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rows = 20 |
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dlgWidth = cols * 20 + 4 |
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dlgHeight = rows * 20 + 4 |
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self.win = ui.Window(self.app, |
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modal=1, |
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escKeyClose=1, |
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movable=0, |
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title=_('Select structure to construct'), |
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rect=ui.Rect((w - dlgWidth) / 2, (h - dlgHeight) / 2, dlgWidth, dlgHeight), |
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layoutManager=ui.SimpleGridLM()) |
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self.win.subscribeAction('*', self) |
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rows -= 1 # title |
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ui.Title(self.win, layout=(0, 0, cols, 1), text=_('Production planet'), |
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align=ui.ALIGN_W, font='normal-bold') |
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ui.ButtonArray(self.win, layout=(0, 1, cols, 3), id='vPlanets', |
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buttonSize=(8, 1), showSlider=0, action='onSelectPlanet') |
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ui.Title(self.win, layout=(0, 4, cols - 10, 1), text=_('Structures to construct'), |
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align=ui.ALIGN_W, font='normal-bold') |
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ui.Title(self.win, layout=(cols - 10, 4, 10, 1), text=_('(right click for technology info)'), |
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align=ui.ALIGN_E, font='normal') |
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ui.ButtonArray(self.win, layout=(0, 5, cols, 9), id='vTechs', |
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buttonSize=(2, 3), showSlider=0, action='onConstruct', rmbAction='onInfo') |
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ui.Title(self.win, layout=(0, 14, 18, 1), text=_('Filters'), |
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align=ui.ALIGN_W, font='normal-bold') |
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ui.Label(self.win, layout=(0, 15, 6, 1), text=_('Technology levels:'), align=ui.ALIGN_W) |
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ui.Button(self.win, layout=(6, 15, 1, 1), text=_('1'), id='vLevel1', |
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toggle=1, action='onToggleLevel', data=1) |
330
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|
|
ui.Button(self.win, layout=(7, 15, 1, 1), text=_('2'), id='vLevel2', |
331
|
|
|
toggle=1, action='onToggleLevel', data=2) |
332
|
|
|
ui.Button(self.win, layout=(8, 15, 1, 1), text=_('3'), id='vLevel3', |
333
|
|
|
toggle=1, action='onToggleLevel', data=3) |
334
|
|
|
ui.Button(self.win, layout=(9, 15, 1, 1), text=_('4'), id='vLevel4', |
335
|
|
|
toggle=1, action='onToggleLevel', data=4) |
336
|
|
|
ui.Button(self.win, layout=(10, 15, 1, 1), text=_('5'), id='vLevel5', |
337
|
|
|
toggle=1, action='onToggleLevel', data=5) |
338
|
|
|
ui.Button(self.win, layout=(11, 15, 1, 1), text=_('6'), id='vLevel6', |
339
|
|
|
toggle=1, action='onToggleLevel', data=6) |
340
|
|
|
ui.Button(self.win, layout=(12, 15, 1, 1), text=_('7'), id='vLevel7', |
341
|
|
|
toggle=1, action='onToggleLevel', data=7) |
342
|
|
|
ui.Button(self.win, layout=(13, 15, 1, 1), text=_('8'), id='vLevel8', |
343
|
|
|
toggle=1, action='onToggleLevel', data=8) |
344
|
|
|
ui.Button(self.win, layout=(14, 15, 1, 1), text=_('9'), id='vLevel9', |
345
|
|
|
toggle=1, action='onToggleLevel', data=9) |
346
|
|
|
|
347
|
|
|
ui.Check(self.win, layout=(0, 16, 6, 1), text=_('Bio production'), |
348
|
|
|
id='vBioProduction', checked=1, align=ui.ALIGN_W, action='onFilter') |
349
|
|
|
ui.Check(self.win, layout=(0, 17, 6, 1), text=_('En production'), |
350
|
|
|
id='vEnProduction', checked=1, align=ui.ALIGN_W, action='onFilter') |
351
|
|
|
ui.Check(self.win, layout=(6, 16, 6, 1), text=_('CP production'), |
352
|
|
|
id='vCPProduction', checked=1, align=ui.ALIGN_W, action='onFilter') |
353
|
|
|
ui.Check(self.win, layout=(6, 17, 6, 1), text=_('RP production'), |
354
|
|
|
id='vRPProduction', checked=1, align=ui.ALIGN_W, action='onFilter') |
355
|
|
|
ui.Check(self.win, layout=(12, 16, 6, 1), text=_('Military'), |
356
|
|
|
id='vMilitary', checked=1, align=ui.ALIGN_W, action='onFilter') |
357
|
|
|
ui.Check(self.win, layout=(12, 17, 6, 1), text=_('Morale'), |
358
|
|
|
id='vMorale', checked=1, align=ui.ALIGN_W, action='onFilter') |
359
|
|
|
|
360
|
|
|
ui.Title(self.win, layout=(18, 14, 6, 1), text=_('Sort'), |
361
|
|
|
align=ui.ALIGN_W, font='normal-bold') |
362
|
|
|
ui.Check(self.win, layout=(18, 15, 6, 1), text=_('Type'), |
363
|
|
|
id='vSortType', checked=1, align=ui.ALIGN_W, action='onSort', data='type') |
364
|
|
|
ui.Check(self.win, layout=(18, 16, 6, 1), text=_('Tech Level'), |
365
|
|
|
id='vSortTL', checked=0, align=ui.ALIGN_W, action='onSort', data='tl') |
366
|
|
|
ui.Check(self.win, layout=(18, 17, 6, 1), text=_('Name'), |
367
|
|
|
id='vSortNone', checked=0, align=ui.ALIGN_W, action='onSort', data='none') |
368
|
|
|
|
369
|
|
|
ui.Title(self.win, layout=(24, 14, 8, 1), text=_('Options'), |
370
|
|
|
align=ui.ALIGN_W, font='normal-bold') |
371
|
|
|
ui.Label(self.win, layout=(24, 15, 3, 1), text=_('Quantity'), align=ui.ALIGN_W) |
372
|
|
|
ui.Entry(self.win, layout=(27, 15, 5, 1), id='vQuantity', align=ui.ALIGN_E) |
373
|
|
|
ui.Check(self.win, layout=(26, 16, 8, 1), id='vReportFin', text=_('Report finalization'), |
374
|
|
|
align=ui.ALIGN_W) |
375
|
|
|
|
376
|
|
|
ui.Title(self.win, layout=(0, rows - 1, cols - 5, 1), align=ui.ALIGN_W) |
377
|
|
|
ui.TitleButton(self.win, layout=(cols - 5, rows - 1, 5, 1), text=_('Cancel'), action='onCancel') |
378
|
|
|
|