Files
pyfa/gui/builtinContextMenus/moduleAmmoChange.py
DarkPhoenix 0b00e28863 Fix #1974
2019-05-15 01:15:41 +03:00

270 lines
10 KiB
Python

# noinspection PyPackageRequirements
import wx
import gui.fitCommands as cmd
import gui.mainFrame
from eos.const import FittingHardpoint
from eos.saveddata.module import Module
from gui.bitmap_loader import BitmapLoader
from gui.contextMenu import ContextMenuCombined
from gui.fitCommands.helpers import getSimilarModPositions
from service.fit import Fit
from service.market import Market
from service.settings import ContextMenuSettings
class ChangeModuleAmmo(ContextMenuCombined):
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()
# Format: {type ID: set(loadable, charges)}
self.loadableCharges = {}
def display(self, srcContext, mainItem, selection):
if srcContext not in ("fittingModule", "projectedModule"):
return False
if self.mainFrame.getActiveFit() is None:
return False
self.mainCharges = self.getChargesForMod(mainItem)
if not self.mainCharges:
return False
self.module = mainItem
self.selection = selection
self.srcContext = srcContext
return True
def getText(self, itmContext, mainItem, selection):
return "Charge"
def getChargesForMod(self, mod):
sMkt = Market.getInstance()
if mod is None or mod.isEmpty:
return set()
typeID = mod.item.ID
if typeID in self.loadableCharges:
return self.loadableCharges[typeID]
chargeSet = self.loadableCharges.setdefault(typeID, set())
# Do not try to grab it for modes which can also be passed as part of selection
if isinstance(mod, Module):
for charge in mod.getValidCharges():
if sMkt.getPublicityByItem(charge):
chargeSet.add(charge)
return chargeSet
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_ = ContextMenuCombined.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_ = ContextMenuCombined.nextID()
m.Append(id_, '%s' % text)
m.Enable(id_, False)
def getSubMenu(self, context, mainItem, 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 == FittingHardpoint.TURRET and self.module.getModifiedItemAttr("miningAmount", None) is None:
self.addSeperator(m, "Long Range")
items = []
range_ = None
nameBase = None
sub = None
chargesSorted = sorted(self.mainCharges, key=self.turretSorter)
for charge in chargesSorted:
if "civilian" in charge.name.lower():
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 == FittingHardpoint.MISSILE and moduleName != 'Festival Launcher':
type_ = None
sub = None
defender = None
chargesSorted = sorted(self.mainCharges, key=self.missileSorter)
for charge in chargesSorted:
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:
chargesSorted = sorted(self.mainCharges, key=self.nameSorter)
for charge in chargesSorted:
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
fitID = self.mainFrame.getActiveFit()
sFit = Fit.getInstance()
fit = sFit.getFit(fitID)
mstate = wx.GetMouseState()
# Switch in selection or all modules, depending on modifier key state and settings
switchAll = sFit.serviceFittingOptions['ammoChangeAll'] is not (mstate.GetModifiers() in (wx.MOD_ALT, wx.MOD_CONTROL))
if switchAll:
if self.srcContext == 'fittingModule':
command = cmd.GuiChangeLocalModuleChargesCommand
modContainer = fit.modules
elif self.srcContext == 'projectedModule':
command = cmd.GuiChangeProjectedModuleChargesCommand
modContainer = fit.projectedModules
else:
return
positions = getSimilarModPositions(modContainer, self.module)
self.mainFrame.command.Submit(command(
fitID=fitID,
positions=positions,
chargeItemID=charge.ID if charge is not None else None))
else:
if self.srcContext == 'fittingModule':
command = cmd.GuiChangeLocalModuleChargesCommand
modContainer = fit.modules
elif self.srcContext == 'projectedModule':
command = cmd.GuiChangeProjectedModuleChargesCommand
modContainer = fit.projectedModules
else:
return
positions = []
for position, mod in enumerate(modContainer):
if mod in self.selection:
modCharges = self.getChargesForMod(mod)
if modCharges.issubset(self.mainCharges):
positions.append(position)
self.mainFrame.command.Submit(command(
fitID=fitID,
positions=positions,
chargeItemID=charge.ID if charge is not None else None))
ChangeModuleAmmo.register()