Add GUI support for changing affected skills
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__all__ = ["moduleAmmoPicker", "itemStats", "damagePattern", "marketJump", "droneSplit", "itemRemove",
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__all__ = ["moduleAmmoPicker", "changeAffectingSkills", "itemStats", "damagePattern", "marketJump", "droneSplit", "itemRemove",
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"droneRemoveStack", "ammoPattern", "project", "factorReload", "whProjector", "cargo"]
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100
gui/builtinContextMenus/changeAffectingSkills.py
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gui/builtinContextMenus/changeAffectingSkills.py
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# -*- coding: utf-8 -*-
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from gui.contextMenu import ContextMenu
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import gui.mainFrame
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import service
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import wx
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from gui import bitmapLoader
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from eos.types import Skill
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import gui.globalEvents as GE
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class ChangeAffectingSkills(ContextMenu):
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def __init__(self):
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self.mainFrame = gui.mainFrame.MainFrame.getInstance()
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self.sChar = service.Character.getInstance()
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self.sFit = service.Fit.getInstance()
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fit = self.sFit.getFit(self.mainFrame.getActiveFit())
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self.charID = fit.character.ID
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def display(self, srcContext, selection):
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if self.mainFrame.getActiveFit() is None or srcContext not in ("fittingModule", "fittingShip"):
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return False
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if self.sChar.getCharName(self.charID) in ("All 0", "All 5"):
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return False
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if srcContext == "fittingShip":
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fitID = self.mainFrame.getActiveFit()
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sFit = service.Fit.getInstance()
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self.stuff = sFit.getFit(fitID).ship
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else:
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self.stuff = selection[0]
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cont = self.stuff.itemModifiedAttributes
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self.skills = []
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for attrName in cont.iterAfflictions():
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if cont[attrName] == 0:
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continue
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for fit, afflictors in cont.getAfflictions(attrName).iteritems():
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for afflictor, modifier, amount, used in afflictors:
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# only add Skills
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if not isinstance(afflictor, Skill):
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continue
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self.skills.append(afflictor)
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self.skills.sort(key=lambda x: x.item.name)
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return len(self.skills) > 0
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def getText(self, itmContext, selection):
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return "Change Affecting Skills"
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def activate(self, fullContext, selection, i):
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pass
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def addSkill(self, rootMenu, skill, i):
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if i < 0:
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label = "Not Learned"
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else:
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label = "Level %s" % i
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id = wx.NewId()
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self.skillIds[id] = (skill, i)
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menuItem = wx.MenuItem(rootMenu, id, label)
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rootMenu.Bind(wx.EVT_MENU, self.handleSkillChange, menuItem)
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return menuItem
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def getSubMenu(self, context, selection, menu, i):
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self.context = context
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self.skillIds = {}
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m = wx.Menu()
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for skill in self.skills:
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skillItem = wx.MenuItem(m, wx.NewId(), skill.item.name)
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sub = wx.Menu()
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skillItem.SetSubMenu(sub)
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bitmap = bitmapLoader.getBitmap("level%s" % skill.level, "icons")
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if bitmap is not None:
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skillItem.SetBitmap(bitmap)
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for i in xrange(-1, 6):
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levelItem = self.addSkill(menu, skill, i)
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sub.AppendItem(levelItem)
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m.AppendItem(skillItem)
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return m
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def handleSkillChange(self, event):
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skill, level = self.skillIds[event.Id]
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self.sChar.changeLevel(self.charID, skill.item.ID, level)
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fitID = self.mainFrame.getActiveFit()
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self.sFit.changeChar(fitID, self.charID)
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wx.PostEvent(self.mainFrame, GE.FitChanged(fitID=fitID))
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ChangeAffectingSkills.register()
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