Files
pyfa/gui/builtinContextMenus/moduleAmmoPicker.py
2018-05-31 21:20:47 -04:00

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.bitmap_loader 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([charge for charge in validCharges if Market.getInstance().getPublicityByItem(charge)])
return len(self.charges) > 0
def getText(self, itmContext, selection):
return "Charge"
def turretSorter(self, charge):
damage = 0
range_ = (self.module.item.getAttribute("maxRange")) * \
(charge.getAttribute("weaponRangeMultiplier") or 1)
falloff = (self.module.item.getAttribute("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 list(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.iconID is not None:
bitmap = BitmapLoader.getBitmap(charge.iconID, "icons")
if bitmap is not None:
item.SetBitmap(bitmap)
return item
@staticmethod
def addSeperator(m, text):
id_ = ContextMenu.nextID()
m.Append(id_, '%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", None) 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.Append(self.addCharge(rootMenu if msw else sub, base))
sub.Append(self.addCharge(rootMenu if msw else sub, charge))
if sub is not None:
self.addSeperator(sub, "More Damage")
for item in items:
m.Append(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.Append(item)
if charge.name not in ("Light Defender Missile I", "Heavy Defender Missile I"):
sub.Append(self.addCharge(rootMenu if msw else sub, charge))
else:
defender = charge
if defender is not None:
m.Append(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.Append(self.addCharge(rootMenu if msw else m, charge))
m.Append(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()