171 lines
6.1 KiB
Python
171 lines
6.1 KiB
Python
# noinspection PyPackageRequirements
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import wx
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import gui.globalEvents as GE
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import gui.mainFrame
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from eos.saveddata.character import Skill
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from gui.bitmap_loader import BitmapLoader
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from gui.contextMenu import ContextMenuSingle
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from service.character import Character
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from service.fit import Fit
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_t = wx.GetTranslation
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class ChangeAffectingSkills(ContextMenuSingle):
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visibilitySetting = 'changeAffectingSkills'
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def __init__(self):
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self.mainFrame = gui.mainFrame.MainFrame.getInstance()
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def display(self, callingWindow, srcContext, mainItem):
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if srcContext not in (
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"fittingModule", "fittingCharge",
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"fittingShip", "droneItem",
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"fighterItem"
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):
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return False
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fitID = self.mainFrame.getActiveFit()
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if fitID is None:
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return False
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if (mainItem is None or getattr(mainItem, "isEmpty", False)) and srcContext != "fittingShip":
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return False
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self.sChar = Character.getInstance()
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self.sFit = Fit.getInstance()
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fit = self.sFit.getFit(fitID)
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self.charID = fit.character.ID
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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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sFit = Fit.getInstance()
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self.stuff = sFit.getFit(fitID).ship
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cont = sFit.getFit(fitID).ship.itemModifiedAttributes
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elif srcContext == "fittingCharge":
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cont = mainItem.chargeModifiedAttributes
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else:
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cont = mainItem.itemModifiedAttributes
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skills = set()
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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).items():
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for afflictor, operator, stackingGroup, preResAmount, postResAmount, 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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skills.add(afflictor)
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self.skills = sorted(skills, key=lambda x: x.item.name)
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return len(self.skills) > 0
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def getText(self, callingWindow, itmContext, mainItem):
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return _t("Change %s Skills") % itmContext
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def addSkill(self, rootMenu, skill, i):
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if i < 0:
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label = _t("Not Learned")
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else:
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label = _t("Level %s") % i
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id = ContextMenuSingle.nextID()
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self.skillIds[id] = (skill, i, False) # False = not "up" for individual skills
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menuItem = wx.MenuItem(rootMenu, id, label, kind=wx.ITEM_RADIO)
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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, callingWindow, context, mainItem, rootMenu, i, pitem):
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msw = True if "wxMSW" in wx.PlatformInfo else False
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self.skillIds = {}
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sub = wx.Menu()
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# When rootMenu is None (direct menu access), use sub for binding on Windows
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bindMenu = rootMenu if (rootMenu is not None and msw) else (sub if msw else None)
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# Add "All" entry
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allItem = wx.MenuItem(sub, ContextMenuSingle.nextID(), _t("All"))
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grandSubAll = wx.Menu()
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allItem.SetSubMenu(grandSubAll)
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# For "All", only show levels 1-5 (not "Not Learned")
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for i in range(1, 6):
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id = ContextMenuSingle.nextID()
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self.skillIds[id] = (None, i, False) # None indicates "All" was selected, False = not "up"
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label = _t("Level %s") % i
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menuItem = wx.MenuItem(bindMenu if bindMenu else grandSubAll, id, label, kind=wx.ITEM_RADIO)
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grandSubAll.Bind(wx.EVT_MENU, self.handleSkillChange, menuItem)
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grandSubAll.Append(menuItem)
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# Add separator
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grandSubAll.AppendSeparator()
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# Add "Up Level 1..5" entries
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for i in range(1, 6):
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id = ContextMenuSingle.nextID()
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self.skillIds[id] = (None, i, True) # None indicates "All" was selected, True = "up" only
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label = _t("Up Level %s") % i
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menuItem = wx.MenuItem(bindMenu if bindMenu else grandSubAll, id, label, kind=wx.ITEM_RADIO)
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grandSubAll.Bind(wx.EVT_MENU, self.handleSkillChange, menuItem)
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grandSubAll.Append(menuItem)
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sub.Append(allItem)
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# Add separator
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sub.AppendSeparator()
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for skill in self.skills:
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skillItem = wx.MenuItem(sub, ContextMenuSingle.nextID(), skill.item.name)
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grandSub = wx.Menu()
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skillItem.SetSubMenu(grandSub)
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if skill.learned:
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bitmap = BitmapLoader.getBitmap("lvl%s" % skill.level, "gui")
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if bitmap is not None:
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skillItem.SetBitmap(bitmap)
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for i in range(-1, 6):
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levelItem = self.addSkill(bindMenu if bindMenu else grandSub, skill, i)
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grandSub.Append(levelItem)
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if (not skill.learned and i == -1) or (skill.learned and skill.level == i):
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levelItem.Check(True)
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sub.Append(skillItem)
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return sub
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def handleSkillChange(self, event):
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skill, level, up = self.skillIds[event.Id]
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if skill is None: # "All" was selected
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for s in self.skills:
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if up:
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# Only increase skill if it's below the target level
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if not s.learned or s.level < level:
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self.sChar.changeLevel(self.charID, s.item.ID, level)
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else:
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self.sChar.changeLevel(self.charID, s.item.ID, level)
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else:
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if up:
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# Only increase skill if it's below the target level
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if not skill.learned or skill.level < level:
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self.sChar.changeLevel(self.charID, skill.item.ID, level)
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else:
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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.CharListUpdated())
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wx.PostEvent(self.mainFrame, GE.FitChanged(fitIDs=(fitID,)))
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ChangeAffectingSkills.register()
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