Files
pyfa/gui/builtinContextMenus/moduleAmmoPicker.py

239 lines
8.9 KiB
Python

# coding: utf-8
# noinspection PyPackageRequirements
import wx
from service.fit import Fit
from service.market import Market
from eos.saveddata.module import Hardpoint
import gui.mainFrame
import gui.globalEvents as GE
from gui.contextMenu import ContextMenu
from gui.bitmapLoader import BitmapLoader
from service.settings import ContextMenuSettings
class ModuleAmmoPicker(ContextMenu):
DAMAGE_TYPES = ("em", "explosive", "kinetic", "thermal")
MISSILE_ORDER = ("em", "thermal", "kinetic", "explosive", "mixed")
def __init__(self):
self.mainFrame = gui.mainFrame.MainFrame.getInstance()
self.settings = ContextMenuSettings.getInstance()
def display(self, srcContext, selection):
if not self.settings.get('moduleAmmoPicker'):
return False
if self.mainFrame.getActiveFit() is None or srcContext not in ("fittingModule", "projectedModule"):
return False
modules = selection if srcContext == "fittingModule" else (selection[0],)
validCharges = None
checkedTypes = set()
for mod in modules:
# loop through modules and gather list of valid charges
if mod.item.ID in checkedTypes:
continue
checkedTypes.add(mod.item.ID)
currCharges = mod.getValidCharges()
if len(currCharges) > 0:
if validCharges is not None and validCharges != currCharges:
return False
validCharges = currCharges
self.module = mod
if validCharges is None:
return False
self.modules = modules
self.charges = list(filter(lambda charge: Market.getInstance().getPublicityByItem(charge), validCharges))
return len(self.charges) > 0
def getText(self, itmContext, selection):
return "Charge"
def turretSorter(self, charge):
damage = 0
range_ = (self.module.getModifiedItemAttr("maxRange") or 0) * \
(charge.getAttribute("weaponRangeMultiplier") or 1)
falloff = (self.module.getModifiedItemAttr("falloff") or 0) * \
(charge.getAttribute("fallofMultiplier") or 1)
for type_ in self.DAMAGE_TYPES:
d = charge.getAttribute("%sDamage" % type_)
if d > 0:
damage += d
# Take optimal and half falloff as range factor
rangeFactor = range_ + falloff / 2
return - rangeFactor, charge.name.rsplit()[-2:], damage, charge.name
def missileSorter(self, charge):
# Get charge damage type and total damage
chargeDamageType, totalDamage = self.damageInfo(charge)
# Find its position in sort list
position = self.MISSILE_ORDER.index(chargeDamageType)
return position, totalDamage, charge.name
def damageInfo(self, charge):
# Set up data storage for missile damage stuff
damageMap = {}
totalDamage = 0
# Fill them with the data about charge
for damageType in self.DAMAGE_TYPES:
currentDamage = charge.getAttribute("{0}Damage".format(damageType)) or 0
damageMap[damageType] = currentDamage
totalDamage += currentDamage
# Detect type of ammo
chargeDamageType = None
for damageType in damageMap:
# If all damage belongs to certain type purely, set appropriate
# ammoType
if damageMap[damageType] == totalDamage:
chargeDamageType = damageType
break
# Else consider ammo as mixed damage
if chargeDamageType is None:
chargeDamageType = "mixed"
return chargeDamageType, totalDamage
@staticmethod
def numericConverter(string):
return int(string) if string.isdigit() else string
def nameSorter(self, charge):
parts = charge.name.split(" ")
return map(self.numericConverter, parts)
def addCharge(self, menu, charge):
id_ = ContextMenu.nextID()
name = charge.name if charge is not None else "Empty"
self.chargeIds[id_] = charge
item = wx.MenuItem(menu, id_, name)
menu.Bind(wx.EVT_MENU, self.handleAmmoSwitch, item)
item.charge = charge
if charge is not None and charge.icon is not None:
bitmap = BitmapLoader.getBitmap(charge.icon.iconFile, "icons")
if bitmap is not None:
item.SetBitmap(bitmap)
return item
@staticmethod
def addSeperator(m, text):
id_ = ContextMenu.nextID()
m.Append(id_, u'%s' % text)
m.Enable(id_, False)
def getSubMenu(self, context, selection, rootMenu, i, pitem):
msw = True if "wxMSW" in wx.PlatformInfo else False
m = wx.Menu()
self.chargeIds = {}
hardpoint = self.module.hardpoint
moduleName = self.module.item.name
# Make sure we do not consider mining turrets as combat turrets
if hardpoint == Hardpoint.TURRET and self.module.getModifiedItemAttr("miningAmount") is None:
self.addSeperator(m, "Long Range")
items = []
range_ = None
nameBase = None
sub = None
self.charges.sort(key=self.turretSorter)
for charge in self.charges:
# fix issue 71 - will probably have to change if CCP adds more Orbital ammo
if "Orbital" in charge.name:
# uncomment if we ever want to include Oribital ammo in ammo picker - see issue #71
# This allows us to hide the ammo, but it's still loadable from the market
# item = self.addCharge(m, charge)
# items.append(item)
continue
currBase = charge.name.rsplit()[-2:]
currRange = charge.getAttribute("weaponRangeMultiplier")
if nameBase is None or range_ != currRange or nameBase != currBase:
if sub is not None:
self.addSeperator(sub, "More Damage")
sub = None
base = charge
nameBase = currBase
range_ = currRange
item = self.addCharge(rootMenu if msw else m, charge)
items.append(item)
else:
if sub is None and item and base:
sub = wx.Menu()
sub.Bind(wx.EVT_MENU, self.handleAmmoSwitch)
self.addSeperator(sub, "Less Damage")
item.SetSubMenu(sub)
sub.AppendItem(self.addCharge(rootMenu if msw else sub, base))
sub.AppendItem(self.addCharge(rootMenu if msw else sub, charge))
if sub is not None:
self.addSeperator(sub, "More Damage")
for item in items:
m.AppendItem(item)
self.addSeperator(m, "Short Range")
elif hardpoint == Hardpoint.MISSILE and moduleName != 'Festival Launcher':
self.charges.sort(key=self.missileSorter)
type_ = None
sub = None
defender = None
for charge in self.charges:
currType = self.damageInfo(charge)[0]
if currType != type_ or type_ is None:
if sub is not None:
self.addSeperator(sub, "More Damage")
type_ = currType
item = wx.MenuItem(m, wx.ID_ANY, type_.capitalize())
bitmap = BitmapLoader.getBitmap("%s_small" % type, "gui")
if bitmap is not None:
item.SetBitmap(bitmap)
sub = wx.Menu()
sub.Bind(wx.EVT_MENU, self.handleAmmoSwitch)
self.addSeperator(sub, "Less Damage")
item.SetSubMenu(sub)
m.AppendItem(item)
if charge.name not in ("Light Defender Missile I", "Heavy Defender Missile I"):
sub.AppendItem(self.addCharge(rootMenu if msw else sub, charge))
else:
defender = charge
if defender is not None:
m.AppendItem(self.addCharge(rootMenu if msw else m, defender))
if sub is not None:
self.addSeperator(sub, "More Damage")
else:
self.charges.sort(key=self.nameSorter)
for charge in self.charges:
m.AppendItem(self.addCharge(rootMenu if msw else m, charge))
m.AppendItem(self.addCharge(rootMenu if msw else m, None))
return m
def handleAmmoSwitch(self, event):
charge = self.chargeIds.get(event.Id, False)
if charge is False:
event.Skip()
return
sFit = Fit.getInstance()
fitID = self.mainFrame.getActiveFit()
sFit.setAmmo(fitID, charge.ID if charge is not None else None, self.modules)
wx.PostEvent(self.mainFrame, GE.FitChanged(fitID=fitID))
ModuleAmmoPicker.register()