Mercurial > sypikslang
annotate gamelib/gamegui.py @ 138:14917385a0fd
Better handling of mission results and turn-end messages.
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Thu, 10 May 2012 22:33:26 +0200 |
parents | 208a79a49c26 |
children | 07be37129447 |
rev | line source |
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1 # -*- coding: utf-8 -*- |
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2 # vim:fileencoding=utf-8 ai ts=4 sts=4 et sw=4 |
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3 |
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4 """Gui for the actual game""" |
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5 |
57 | 6 from pygame import image |
88 | 7 try: |
8 import simplejson | |
9 json = simplejson | |
10 except ImportError: | |
11 import json | |
12 | |
57 | 13 |
14 from gamelib.data import filepath | |
88 | 15 from gamelib.game_base import get_save_filename |
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16 from gamelib.gui_base import (Window, TextLabel, TextBox, font_small, |
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17 font_medium, font_large) |
72
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18 from gamelib.gui import BigButton, ImageDrawable |
98 | 19 from gamelib.engine import PopWindow, AddWindow, GameOver |
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20 from gamelib.constants import WIDTH, HEIGHT, FAILURE, SUCCESS, GAME_WIN, INFO |
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21 from gamelib.gamestate import Game |
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22 |
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23 |
109
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24 def _lookup_reputation(rep): |
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25 """Turn reputation in a nice string""" |
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26 |
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27 if rep < 0: |
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28 return 'Mindless Thug' |
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29 if rep < 10: |
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30 return 'Fringe Lunatic' |
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31 if rep < 100: |
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32 return 'Mad Scientist' |
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33 return 'Major Threat to World Peace' |
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34 |
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35 |
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36 class PopWindowButton(BigButton): |
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37 |
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38 def __init__(self, pos, text): |
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39 super(PopWindowButton, self).__init__(pos, text) |
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40 |
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41 def on_click(self): |
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42 PopWindow.post() |
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43 |
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44 |
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45 class ExitGameButton(PopWindowButton): |
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46 def __init__(self): |
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47 super(ExitGameButton, self).__init__((WIDTH - 128, HEIGHT - 60), |
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48 'Exit') |
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49 |
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50 |
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51 class EndTurnButton(BigButton): |
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52 |
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53 def __init__(self, parent): |
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54 super(EndTurnButton, self).__init__(((WIDTH - 128), 10), 'End Turn') |
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55 self.parent = parent |
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56 |
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57 def on_click(self): |
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58 self.parent.end_turn() |
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59 |
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60 |
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61 class NextTurnButton(PopWindowButton): |
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62 def __init__(self): |
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63 super(NextTurnButton, self).__init__(((WIDTH - 128), 10), 'Next Turn') |
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64 |
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65 |
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66 class DoneButton(PopWindowButton): |
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67 def __init__(self): |
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68 super(DoneButton, self).__init__(((WIDTH - 128), 10), 'Done') |
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69 |
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70 |
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71 class ResetButton(BigButton): |
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72 |
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73 def __init__(self, parent): |
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74 super(ResetButton, self).__init__((10, 10), 'Reset points') |
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75 self.parent = parent |
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76 |
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77 def on_click(self): |
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78 self.parent.do_reset() |
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79 |
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80 |
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81 class SwitchWinButton(BigButton): |
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82 |
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83 def __init__(self, pos, text, new_window): |
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84 super(SwitchWinButton, self).__init__(pos, text) |
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85 self.new_window = new_window |
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86 |
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87 def on_click(self): |
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88 PopWindow.post() |
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89 # Refresh state |
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90 self.new_window.update() |
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91 AddWindow.post(self.new_window) |
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92 |
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93 |
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94 class ScienceWidget(BigButton): |
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95 |
57 | 96 WIDTH = 200 |
97 | |
98 BG_IMAGE_NORMAL = image.load(filepath('images/science_normal.png')) | |
99 BG_IMAGE_DOWN = image.load(filepath('images/science_down.png')) | |
100 | |
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101 def __init__(self, science, pos, parent): |
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102 self.science = science |
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103 self.points = 0 |
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104 self.parent = parent |
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105 super(ScienceWidget, self).__init__(pos, '%s: %d' % (science.NAME, |
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106 science.points), font_small) |
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107 |
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108 def on_click(self): |
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109 if (self.parent.game.get_available_points() > 0 and |
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110 self.science.can_spend(self.parent.game.lab, self.points + 1)): |
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111 self.points += 1 |
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112 self.parent.game.cur_allocation.append(self.science) |
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113 self.parent.update_labels() |
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114 self.set_text() |
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115 |
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116 def set_text(self): |
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117 if self.points > 0: |
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118 self.text = '%s: %d + %d' % (self.science.NAME, |
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119 self.science.points, self.points) |
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120 else: |
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121 self.text = '%s: %d' % (self.science.NAME, self.science.points) |
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122 self._draw_text() |
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123 |
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124 def reset(self): |
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125 while self.points > 0: |
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126 self.parent.game.cur_allocation.remove(self.science) |
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127 self.points -= 1 |
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128 self.set_text() |
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129 self.parent.update_labels() |
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131 def restore_selection(self, old_selection): |
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132 points = old_selection.count(self.science) |
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133 # We skip things we cannot allocate enoigh points to (temp points |
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134 # boosts, etc.) or we cannot currently develop further |
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135 if (points != self.points and |
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136 points <= self.parent.game.get_available_points() and |
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137 self.science.can_spend(self.parent.game.lab, |
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138 self.points + points)): |
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139 self.points = points |
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140 self.parent.game.cur_allocation.extend([self.science] * points) |
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141 self.parent.update_labels() |
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142 self.set_text() |
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143 |
65 | 144 |
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145 class MissionWidget(BigButton): |
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146 |
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147 WIDTH = 200 |
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148 |
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149 BG_IMAGE_NORMAL = image.load(filepath('images/science_normal.png')) |
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150 BG_IMAGE_DOWN = image.load(filepath('images/science_down.png')) |
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151 BG_IMAGE_SELECTED = image.load(filepath('images/mission_selected.png')) |
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152 |
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153 def __init__(self, mission, pos, parent): |
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154 self.mission = mission |
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155 self.parent = parent |
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156 self.game = self.parent.game |
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157 self.minions = 0 |
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158 super(MissionWidget, self).__init__(pos, '%s' % mission.NAME, |
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159 font_small) |
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160 selected = ImageDrawable((0, 0, self.WIDTH, self.HEIGHT), |
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161 self.BG_IMAGE_SELECTED) |
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162 self.add_state('SELECTED', selected) |
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163 self.mode = 'NORMAL' |
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164 self.equipment = [] |
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165 |
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166 def on_mouse_cancel(self, pos): |
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167 self.set_state(self.mode) |
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168 |
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169 def on_mouse_up(self, pos): |
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170 self.set_state(self.mode) |
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171 self.on_click() |
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172 |
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173 def on_click(self): |
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174 if self.mode == 'SELECTED': |
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175 # unselect mission |
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176 self.reset() |
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177 elif self.mission.can_attempt(self.game): |
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178 # select mission and equipment |
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179 self.mode = 'SELECTED' |
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180 self.set_state('SELECTED') |
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181 self.minions = self.mission.MINIONS_REQUIRED |
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182 self.game.minions -= self.minions |
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183 self.parent.update_labels() |
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184 equip = EquipWindow(self.parent.screen, self.mission, |
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185 self.game, self) |
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186 AddWindow.post(equip) |
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187 |
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188 def selected(self): |
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189 return self.mode == 'SELECTED' |
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190 |
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191 def get_equipment(self): |
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192 return self.equipment |
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193 |
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194 def reset(self): |
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195 for equip in self.equipment: |
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196 # Release funds |
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197 self.game.money += equip.COST |
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198 self.game.minions += self.minions |
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199 self.minions = 0 |
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200 self.parent.update() |
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201 self.equipment = [] |
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202 self.mode = 'NORMAL' |
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203 self.set_state('NORMAL') |
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204 |
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205 |
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206 class EquipWidget(BigButton): |
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207 |
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208 WIDTH = 200 |
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209 |
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210 BG_IMAGE_NORMAL = image.load(filepath('images/science_normal.png')) |
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211 BG_IMAGE_DOWN = image.load(filepath('images/science_down.png')) |
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212 BG_IMAGE_UNAVAILABLE = image.load(filepath('images/equip_grey.png')) |
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213 |
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214 def __init__(self, equip, pos, parent, copies, available): |
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215 self.equip = equip |
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216 self.parent = parent |
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217 self.available = available |
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218 super(EquipWidget, self).__init__(pos, '[%s : %d] - %d (x %d)' |
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219 % (equip.NAME, equip.points, equip.COST, copies), font_small) |
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220 if not self.available: |
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221 unavailable = ImageDrawable((0, 0, self.WIDTH, self.HEIGHT), |
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222 self.BG_IMAGE_UNAVAILABLE) |
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223 # Override the default |
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224 self.add_state('NORMAL', unavailable) |
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225 self.set_state('NORMAL') |
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226 self.equipment = [] |
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227 |
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228 def on_mouse_down(self, pos): |
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229 if self.available: |
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230 super(EquipWidget, self).on_mouse_down(pos) |
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231 |
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232 def on_mouse_up(self, pos): |
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233 if self.available: |
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234 super(EquipWidget, self).on_mouse_up(pos) |
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235 |
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236 def on_click(self): |
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237 self.parent.buy(self.equip) |
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238 |
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239 |
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240 class ValueLabel(TextLabel): |
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242 def __init__(self, pos, description): |
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243 self.description = description |
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244 rect = (pos[0], pos[1], 300, 50) |
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245 super(ValueLabel, self).__init__(rect, |
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246 '%s : 0' % description, font_medium, (255, 255, 0)) |
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248 def set_value(self, value): | |
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249 self.text = '%s : %s' % (self.description, value) |
65 | 250 self._draw_text() |
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251 |
60 | 252 |
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253 class EquipWindow(Window): |
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254 |
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255 def __init__(self, screen, mission, game, parent): |
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256 super(EquipWindow, self).__init__(screen) |
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257 donebut = DoneButton() |
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258 self.add_child(donebut) |
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259 reset = ResetButton(self) |
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260 self.add_child(reset) |
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261 title = TextLabel((200, 20, 400, 50), "Choose equipment for %s" |
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262 % mission.NAME, font_medium, (255, 255, 255)) |
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263 self.add_child(title) |
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264 description = TextBox((10, 70, 790, 20), mission.LONG_DESCRIPTION, |
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265 font_medium, (255, 255, 255)) |
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266 self.add_child(description) |
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267 self.parent = parent |
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268 self.game = game |
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269 self.money = ValueLabel((10, description.rect.height + 75), 'Money') |
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270 self.money.set_value(self.game.money) |
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271 self.add_child(self.money) |
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272 self._equip = [] |
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273 self._make_equip_widgets() |
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274 |
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275 def _make_equip_widgets(self): |
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276 for widget in self._equip: |
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277 self.remove_child(widget) |
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278 self._equip = [] |
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279 x = 0 |
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280 y = 150 |
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281 available = self.game.get_available_equipment() |
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282 for equip in self.game.get_all_equipment(): |
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283 copies = self.parent.equipment.count(equip) |
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284 widget = EquipWidget(equip, (x, y), self, copies, |
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285 equip in available) |
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286 self._equip.append(widget) |
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287 self.add_child(widget) |
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288 x += 200 |
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289 if x >= WIDTH: |
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290 x = 0 |
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291 y += 100 |
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292 |
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293 def buy(self, equip): |
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294 self.game.money -= equip.COST |
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295 self.money.set_value(self.game.money) |
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296 self.parent.equipment.append(equip) |
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297 self.parent.parent.update() |
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298 self._make_equip_widgets() |
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299 |
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300 def do_reset(self): |
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301 for equip in self.parent.equipment: |
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302 # Release funds |
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303 self.game.money += equip.COST |
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304 self.money.set_value(self.game.money) |
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305 self.parent.equipment = [] |
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306 self.parent.parent.update() |
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307 self._make_equip_widgets() |
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308 |
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309 |
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310 class ResultsWindow(Window): |
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311 |
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312 def __init__(self, screen, messages, turn): |
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313 super(ResultsWindow, self).__init__(screen) |
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314 nextbut = NextTurnButton() |
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315 self.add_child(nextbut) |
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316 title = TextLabel((200, 20, 400, 50), "Results for turn %d" % turn, |
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317 font_medium, (255, 255, 255)) |
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318 self.add_child(title) |
98 | 319 self.is_game_over = False |
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320 if not messages: |
120
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321 results = TextBox((200, 200, 400, 50), |
81
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322 "Nothing of interest happened", font_medium, |
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323 (255, 255, 255)) |
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324 self.add_child(results) |
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325 else: |
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326 y = 200 |
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327 for msg_type, msg, loot in messages: |
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328 # FIXME: Better widgets |
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329 if msg_type == INFO: |
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330 y = self.display_message(y, msg, loot, (60, 60, 255)) |
81
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331 elif msg_type == FAILURE: |
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332 y = self.display_message(y, msg, loot, (255, 60, 60)) |
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333 elif msg_type == SUCCESS: |
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334 y = self.display_message(y, msg, loot, (60, 255, 60)) |
98 | 335 elif msg_type == GAME_WIN: |
336 self._make_win_screen(turn, msg) | |
337 self.is_game_over = True | |
338 break | |
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339 else: |
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340 y = self.display_message(y, msg, loot, (255, 255, 0)) |
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341 |
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342 def display_message(self, y, msg, loot, colour, font=font_medium): |
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343 text = TextBox((50, y, 700, 25), msg, font, colour) |
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344 y += text.rect.height + 5 |
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345 self.add_child(text) |
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346 for kind, value in loot.items(): |
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347 y += self.display_loot_item(y, kind, value) |
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348 return y + 5 |
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349 |
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350 def display_loot_item(self, y, kind, value): |
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351 if hasattr(value, 'NAME'): |
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352 value = value.NAME |
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353 msg = "* %s: %s" % (kind, value) |
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354 text = TextBox((60, y, 690, 25), msg, font_medium, (255, 255, 60)) |
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355 self.add_child(text) |
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356 return text.rect.height + 5 |
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357 |
98 | 358 def _make_win_screen(self, turn, msg): |
359 # Clear existing widgets, and turn this into a won screen | |
360 for child in self.children[:]: | |
361 self.remove_child(child) | |
362 exitbut = ExitGameButton() | |
363 self.add_child(exitbut) | |
364 title = TextLabel((200, 20, 400, 50), "Results for turn %d" % turn, | |
365 font_medium, (255, 255, 255)) | |
366 self.add_child(title) | |
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367 won = TextBox((200, 200, 400, 50), "You've succeeded in your quest", |
98 | 368 font_large, (255, 255, 255)) |
369 self.add_child(won) | |
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370 won = TextBox((200, 250, 400, 50), msg, font_large, |
98 | 371 (255, 255, 255)) |
372 self.add_child(won) | |
373 | |
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374 |
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375 class GameStateWindow(Window): |
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376 """Base class for windows that show a lot of game state info""" |
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377 |
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378 def __init__(self, screen, game): |
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379 super(GameStateWindow, self).__init__(screen) |
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380 self.game = game |
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381 self.screen = screen |
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382 exitbut = ExitGameButton() |
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383 self.add_child(exitbut) |
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384 end_turn = EndTurnButton(self) |
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385 self.add_child(end_turn) |
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386 reset = ResetButton(self) |
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387 self.add_child(reset) |
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388 |
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389 self.points = ValueLabel((10, 75), 'Available Human Resources') |
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390 self.add_child(self.points) |
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391 self.minions = ValueLabel((310, 75), 'Minions available: ') |
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392 self.add_child(self.minions) |
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393 self.money = ValueLabel((510, 75), 'Money') |
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394 self.add_child(self.money) |
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395 |
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396 self.milestone = ValueLabel((10, 95), 'Currently taken over') |
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397 self.add_child(self.milestone) |
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398 self.reputation = ValueLabel((310, 95), 'Reputation') |
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399 self.add_child(self.reputation) |
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400 |
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401 def update_labels(self): |
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402 self.points.set_value(self.game.get_available_points()) |
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403 self.money.set_value(self.game.money) |
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404 self.minions.set_value(self.game.minions) |
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405 self.milestone.set_value(self.game.milestone) |
109
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406 self.reputation.set_value(_lookup_reputation(self.game.reputation)) |
106
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407 |
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408 |
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409 class ActivityWindow(GameStateWindow): |
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410 |
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411 def __init__(self, screen, lab, develop): |
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412 super(ActivityWindow, self).__init__(screen, lab.game) |
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413 self.lab = lab |
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414 self.develop = develop |
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415 |
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416 labbut = SwitchWinButton((150, 10), 'Research', lab) |
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417 self.add_child(labbut) |
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418 devbut = SwitchWinButton((300, 10), 'Development', develop) |
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419 self.add_child(devbut) |
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420 |
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421 self.update_labels() |
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422 self._missions = [] |
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423 self._make_widgets() |
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424 |
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425 def _make_widgets(self): |
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426 for widget in self._missions: |
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427 self.remove_child(widget) |
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428 self._missions = [] |
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429 x = 0 |
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430 y = 150 |
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431 for mission in self.game.get_available_missions(): |
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432 widget = MissionWidget(mission, (x, y), self) |
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433 self._missions.append(widget) |
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434 self.add_child(widget) |
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435 x += 200 |
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436 if x >= WIDTH: |
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437 x = 0 |
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438 y += 100 |
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439 |
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440 def end_turn(self): |
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441 # Drop back to the research screen |
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442 PopWindow.post() |
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443 self.lab.update() |
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444 AddWindow.post(self.lab) |
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445 self.lab.end_turn() |
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446 |
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447 def update_widgets(self): |
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448 self._make_widgets() |
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449 |
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450 def update(self): |
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451 self.update_labels() |
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452 |
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453 def do_reset(self): |
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454 self.lab.reset() |
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455 self.develop.reset() |
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456 self.reset() |
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457 |
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458 def get_mission_list(self): |
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459 selected_missions = [] |
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460 for widget in self._missions: |
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461 if widget.selected(): |
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462 equipment = widget.get_equipment() |
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463 mission = widget.mission |
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464 selected_missions.append((mission, equipment)) |
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465 return selected_missions |
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466 |
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467 def reset(self): |
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468 for widget in self._missions: |
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469 widget.reset() |
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470 self.update_labels() |
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471 |
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472 |
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473 class DevelopmentWindow(GameStateWindow): |
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474 """Window for handling schematics research""" |
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475 |
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476 def __init__(self, screen, lab): |
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477 super(DevelopmentWindow, self).__init__(screen, lab.game) |
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478 self.lab = lab |
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479 |
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480 labbut = SwitchWinButton((150, 10), 'Research', lab) |
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481 self.add_child(labbut) |
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482 self.activity = None |
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483 |
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484 self.update_labels() |
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485 self._sciences = [] |
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486 self._make_science_widgets() |
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487 |
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488 def set_activity_window(self, activity): |
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489 # Oh, what tangled webs we weave |
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490 if not self.activity: |
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491 self.activity = activity |
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492 actbut = SwitchWinButton((300, 10), 'Activities', activity) |
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493 self.add_child(actbut) |
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494 |
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495 def _make_science_widgets(self): |
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496 for widget in self._sciences: |
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497 self.remove_child(widget) |
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498 self._sciences = [] |
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499 x = 0 |
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500 y = 150 |
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501 for science in self.game.lab.science: |
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502 if science.SCIENCE_TYPE == 'schematic': |
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503 widget = ScienceWidget(science, (x, y), self) |
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504 self.add_child(widget) |
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505 self._sciences.append(widget) |
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506 x += 200 |
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507 if x >= WIDTH: |
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508 x = 0 |
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509 y += 100 |
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510 |
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511 def end_turn(self): |
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512 # Drop back to the research screen |
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513 PopWindow.post() |
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514 self.lab.update() |
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515 AddWindow.post(self.lab) |
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516 self.lab.end_turn() |
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517 |
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518 def update_widgets(self): |
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519 self._make_science_widgets() |
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520 self.update_labels() |
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521 |
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522 def update(self): |
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523 self.update_labels() |
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524 |
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525 def do_reset(self): |
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526 self.reset() |
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527 self.lab.reset() |
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528 self.activity.reset() |
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529 |
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530 def reset(self): |
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531 for widget in self._sciences: |
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532 widget.reset() |
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533 |
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534 def restore_selection(self, old_selection): |
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535 for widget in self._sciences: |
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536 widget.restore_selection(old_selection) |
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537 |
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538 |
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539 class LabWindow(GameStateWindow): |
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540 """Window for the research lab""" |
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541 |
88 | 542 def __init__(self, screen, game_dict): |
543 self.game = Game(game_dict) | |
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544 super(LabWindow, self).__init__(screen, self.game) |
88 | 545 self.autosave = get_save_filename() |
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546 |
134
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547 # Ensure we setup everything with the correct state set |
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548 self.game.start_turn() |
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549 |
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550 self.develop = DevelopmentWindow(screen, self) |
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551 self.activity = ActivityWindow(screen, self, self.develop) |
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552 self.develop.set_activity_window(self.activity) |
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553 |
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554 devbut = SwitchWinButton((150, 10), 'Development', self.develop) |
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555 self.add_child(devbut) |
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556 actbut = SwitchWinButton((300, 10), 'Activities', self.activity) |
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557 self.add_child(actbut) |
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558 |
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559 self._sciences = [] |
65 | 560 # Setup for the first turn |
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561 self.update_labels() |
60 | 562 self._make_science_widgets() |
563 | |
564 def _make_science_widgets(self): | |
82
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565 # FIXME: Horrible hackery |
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566 for widget in self._sciences: |
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567 self.remove_child(widget) |
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568 self._sciences = [] |
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569 x = 0 |
57 | 570 y = 150 |
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571 for science in self.game.lab.science: |
66
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572 if science.SCIENCE_TYPE == 'research': |
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573 widget = ScienceWidget(science, (x, y), self) |
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574 self.add_child(widget) |
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575 self._sciences.append(widget) |
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576 x += 200 |
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577 if x >= WIDTH: |
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578 x = 0 |
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579 y += 100 |
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580 |
66
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581 def update_widgets(self): |
60 | 582 self._make_science_widgets() |
66
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583 |
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584 def restore_selection(self, old_selection): |
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585 for widget in self._sciences: |
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586 widget.restore_selection(old_selection) |
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587 |
66
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588 def end_turn(self): |
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589 self.game.cur_missions = self.activity.get_mission_list() |
126
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590 old_allocation = self.game.cur_allocation |
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591 messages = self.game.end_turn() |
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592 results = ResultsWindow(self.screen, messages, self.game.turn) |
98 | 593 if results.is_game_over: |
594 PopWindow.post() | |
595 GameOver.post(results) | |
596 return | |
107
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597 self.save_game() |
60 | 598 self.game.start_turn() |
66
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599 self.update_widgets() |
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600 self.develop.update_widgets() |
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601 self.activity.update_widgets() |
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602 # restore previous allocation |
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603 self.restore_selection(old_allocation) |
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604 self.develop.restore_selection(old_allocation) |
133
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605 self.update_labels() |
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606 self.develop.update_labels() |
107
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607 AddWindow.post(results) |
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608 |
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609 def save_game(self): |
88 | 610 game_data = self.game.save_data() |
611 if self.autosave: | |
90
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612 # Don't corrupt the savefile if json crashes |
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613 data = json.dumps(game_data) |
88 | 614 savefile = open(self.autosave, 'w') |
90
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615 savefile.write(data) |
88 | 616 savefile.close() |
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617 |
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618 def update(self): |
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619 self.update_labels() |
65 | 620 |
66
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621 def do_reset(self): |
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622 self.reset() |
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623 self.develop.reset() |
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624 self.activity.reset() |
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625 |
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626 def reset(self): |
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627 for widget in self._sciences: |
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628 widget.reset() |