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Building.py
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Building.py
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from kivy.uix.image import Image
from kivy.uix.button import Button
from kivy.uix.widget import Widget
from kivy.properties import BooleanProperty
from kivy.core.window import Window
from kivy.graphics import Rectangle
import math
from MenuButton import MenuButton
from kivy.app import App
from UranMiner import UranMiner
from MarsPathfinder_setup import find_Closesd_Free
from Storage import Storage
# Zrobić dla klasy budynków jak dla klasy pojazdów- że klasa building ma funkcję zwracającą obiekty pod-klasy - rafinery itp itd
class Building(Button):
def __init__(self,root,side,player,type,originMatrix=[],):
super(Button,self).__init__()
self.buildingType = type
self.buildMode = False
self.HP = 0
self.matrixPosition = []
self.originMatrix = originMatrix
self.fullMatrixPosition = []
self.addCounter = 0
self.wait = 0
self.minimapUnit = None
self.minimapName = None
self.moveX = 0
self.moveY = 0
self.animation_counter = 0
self.frames_counter = 0
self.animation_source = None
self.path = ""
self.win = 0
self.root = root
self.selected = BooleanProperty(False)
self.player = player
self.buildAndEnergyCosts = {"MainBase":(500,0),"Rafinery":(1500,-500),"PowerPlant":(1000,1500),
"WarFactory":(3250,-500),"DefenceTower":(500,-250)}
self.side = side
self.health = 100
self.shotDistance = 10
self.firePower = 50
self.reloadTime = 20
self.reloadCounter = 0
self.attack = False
self.startPos = []
self.target = []
self.active = True
self.size_hint = (None,None)
self.source_rectangle = self.find_source_rectangle()
self.set_building_image()
def find_source_rectangle(self):
for element in self.canvas.before.children:
if isinstance(element,Rectangle):
return element
def set_building_image(self):
if self.buildingType == "MainBase":
if self.player == self.root.humanPlayer:
self.animation_source = self.root.main_base_friend_animation
else:
self.animation_source = self.root.main_base_enemy_animation
elif self.buildingType == "WarFactory":
if self.player == self.root.humanPlayer:
self.animation_source = self.root.war_factory_friend_animation
else:
self.animation_source = self.root.war_factory_enemy_animation
elif self.buildingType == "Rafinery":
if self.player == self.root.humanPlayer:
self.animation_source = self.root.rafinery_friend_animation
else:
self.animation_source = self.root.rafinery_enemy_animation
elif self.buildingType == "PowerPlant":
if self.player == self.root.humanPlayer:
self.animation_source = self.root.power_plant_friend_animation
else:
self.animation_source = self.root.power_plant_enemy_animation
elif self.buildingType == "DefenceTower":
if self.player == self.root.humanPlayer:
self.animation_source = self.root.defence_friend
else:
self.animation_source = self.root.defence_enemy
def animate_building(self):
try: # Ten try usunać gdy będą gotowe wszystkie słowniki z obrazkami
self.animation_counter += 1
if self.animation_counter == 2:
self.frames_counter += 1
self.animation_counter = 0
if self.frames_counter == 79:
self.frames_counter = 0
self.source_rectangle.texture = self.animation_source[str(self.frames_counter)]
except:
pass
def on_release(self):
if self.side == "Friend" and self.buildingType == "MainBase":
self.root.ids["MenuButton_BuildMainBase"].disabled = True
self.root.ids["MenuButton_BuildRafinery"].disabled = False
self.root.ids["MenuButton_BuildPowerPlant"].disabled = False
self.root.ids["MenuButton_BuildWarFactory"].disabled = False
self.root.ids["MenuButton_BuildDefenceTower"].disabled = False
if Storage.MenuButtonSelected == False:
self.selected = not self.selected
if self.buildMode == True:
self.addCounter += 1
def matrixPositionFunc(self):
return self.matrixPosition[0]
def add_to_game(self):
"""Set building stats, depending on building type and add building on game map, adds building widget to game map"""
if self.player.money > self.buildAndEnergyCosts[self.buildingType][0]:
if self.buildingType == "MainBase":
self.size = (240,360)
self.matrixSize = [6,4]
self.buildMode = True
self.health = 1500
if self.side != "Enemy":
self.root.add_widget(self, index=self.root.building_add_index)
self.root.buildingToAdd.append(self)
self.root.ids["SidePanelWidget"].index = 0
self.player.MainBase = self
elif self.buildingType == "Rafinery":
self.size = (180, 300)
self.matrixSize = [5, 3]
self.buildMode = True
self.health = 800
if self.side != "Enemy":
self.root.add_widget(self, canvas="before", index=self.root.building_add_index)
self.root.buildingToAdd.append(self)
self.root.ids["SidePanelWidget"].index = 0
elif self.buildingType == "PowerPlant":
self.size = (180, 180)
self.matrixSize = [3, 3]
self.buildMode = True
self.health = 800
if self.side != "Enemy":
self.root.add_widget(self, canvas="before", index=self.root.building_add_index)
self.root.buildingToAdd.append(self)
self.root.ids["SidePanelWidget"].index = 0
elif self.buildingType == "WarFactory":
if self.player.WarFactory == None:
self.size = (180, 300)
self.matrixSize = [5, 3]
self.buildMode = True
self.health = 700
if self.side != "Enemy":
self.root.add_widget(self, canvas="before", index=self.root.building_add_index)
self.root.buildingToAdd.append(self)
self.root.ids["SidePanelWidget"].index = 0
self.player.WarFactory = self
else:
return self
elif self.buildingType == "DefenceTower":
self.buildingType = "DefenceTower"
self.size = (120, 120)
self.matrixSize = [2, 2]
self.buildMode = True
self.health = 400
if self.side != "Enemy":
self.root.add_widget(self, canvas="before", index=self.root.building_add_index)
self.root.buildingToAdd.append(self)
self.root.ids["SidePanelWidget"].index = 0
return self
def low_power(self):
if self.player.power <= 0:
self.root.ids["MenuButton_BuildTank"].disabled = True
self.root.ids["MenuButton_BuildTank"].text = "Low Power"
self.root.ids["MenuButton_BuildRocketLauncher"].disabled = True
self.root.ids["MenuButton_BuildRocketLauncher"].text = "Low Power"
else:
self.root.ids["MenuButton_BuildTank"].disabled = False
self.root.ids["MenuButton_BuildTank"].text = "Tank"
self.root.ids["MenuButton_BuildRocketLauncher"].disabled = False
self.root.ids["MenuButton_BuildRocketLauncher"].text = "RocketLauncher"
def move_building_widget_along_cursor(self):
mouseX = (((Window.mouse_pos[0] - Window.size[0] * 0.1) // 60)) * 60
mouseY = (Window.mouse_pos[1] // 60) * 60
matrixY, matrixX = int((len(self.root.gameMapMatrix) - 1) - (mouseY // 60)), int(mouseX // 60)
if Window.mouse_pos[0] >= Window.size[0] * 0.1 + 60:
self.x = mouseX + Window.size[0] * 0.1
self.y = mouseY
else:
self.pos[0] = Window.size[0] * 0.1
self.pos[1] = mouseY
if self.top > Window.size[1]:
self.top = Window.size[1]
if self.addCounter == 1:
matrixY, matrixX = self.root.compute_mouse_position(self.x - Window.size[0] * 0.1, self.y,"building")
matrixY -= 1
if self.build_position_possible(matrixY, matrixX):
self.mark_position_as_used()
self.originMatrix = [matrixY, matrixX]
self.buildMode = False
self.add_on_minimap()
if self.buildingType == "Rafinery":
self.add_uranMiner()
self.root.onMapObjectsToShift.append(self)
self.root.buildings.append(self)
self.root.buildingToAdd = []
self.root.recomupute_all_orders()
self.root.humanPlayer.update_power()
if self.player == self.root.humanPlayer:
self.player.money -= self.buildAndEnergyCosts[self.buildingType][0]
self.player.power += self.buildAndEnergyCosts[self.buildingType][1]
self.player.update_money()
self.player.update_power()
self.player.aviableEnergy += self.buildAndEnergyCosts[self.buildingType][1]
if self.buildingType == "WarFactory":
self.root.ids["MenuButton_BuildTank"].disabled = False
self.root.ids["MenuButton_BuildRocketLauncher"].disabled = False
if self.buildingType != "MainBase":
self.low_power()
pass
def build_position_possible(self,matrixY,matrixX):
"""Checking if all fields for build are free and distance from main base"""
maxBuildDistance = 35
for y in range(self.matrixSize[0]):
for x in range(self.matrixSize[1]):
self.fullMatrixPosition.append([matrixY - y, matrixX + x])
if (self.root.numpyMapMatrix[matrixY - y][matrixX + x] == 1
or math.dist([len(self.root.numpyMapMatrix)-1,0],[matrixY,matrixX]) > maxBuildDistance):
self.fullMatrixPosition = []
self.addCounter = 0
return False
if self.player == self.root.humanPlayer:
self.matrixPosition = self.fullMatrixPosition[0]
return True
def compute_minimapXY(self):
"""Returns building position on minimap"""
imageX, imageY = self.root.ids["MainMapPicture"].ids["main_map_image"].size
zeroX, zeroY = ((Window.size[0] * 0.1) * 0.025, self.root.ids["SidePanelWidget"].height * 0.83)
posX = int((self.matrixPosition[1] * ((Window.size[0] * 0.1) * 0.95)) / len(self.root.gameMapMatrix[0]))
posY = math.ceil((abs((self.matrixPosition[0] - (len(self.root.gameMapMatrix)))) * ( imageY * (Window.size[0] * 0.1)) / imageX) / len(self.root.gameMapMatrix[0]))
sizeX = int((self.size[0] * ((Window.size[0] * 0.1) * 0.95)) / imageX)
sizeY = math.ceil((abs((self.size[1] * (imageY * (Window.size[0] * 0.1)) / imageX) / imageY)))
return zeroX,zeroY,posX,posY,sizeX,sizeY
# Pamiętać aby usuwając budynek usuwać również obiekt minimapy - z widgetów i ze słownika obiektów minimap
def add_on_minimap(self):
"""Adds widget representing building to minimap"""
self.minimapUnit = Image()
zeroX,zeroY,posX,posY,sizeX,sizeY = self.compute_minimapXY()
self.minimapName = str(self) + "Mini"
self.root.miniMapUnits[self.minimapName] = self.minimapUnit
self.minimapUnit.size_hint = (None,None)
self.minimapUnit.size = (sizeX,sizeY)
self.minimapUnit.pos = (zeroX + posX, zeroY + posY)
self.root.minimapObject.add_widget(self.minimapUnit)
self.root.ids["SidePanelWidget"].index = 0
# Rafinery only
def add_uranMiner(self):
"""Add uranMiner next to rafinery - need separate invoke when building matrix position is known"""
self.fullMatrixPosition.sort(key= lambda x: x[0])
freePlace = [self.fullMatrixPosition[0][0]+self.matrixSize[0],self.fullMatrixPosition[0][1]]
uranMiner = UranMiner(self.root,"UranMiner",self.side,self.player,None)
uranMiner.motherRafinery = freePlace
uranMiner.matrixPosition = freePlace
uranMiner.root = self.root
uranMiner.pos = (self.pos[0],self.pos[1]-60)
uranMiner.add_on_minimap()
self.root.autoUnits.append(uranMiner)
self.root.onMapObjectsToShift.append(uranMiner)
self.root.movableObjects.append(uranMiner)
self.root.add_widget(uranMiner,index=self.root.ids["SidePanelWidget"].index+1)
self.root.updateGameMatrix()
self.player.buildings.append(self)
def mark_position_as_used(self):
"""Sets all matrix fields under building as used"""
for position in self.fullMatrixPosition:
self.root.numpyMapMatrix[position[0]][position[1]] = 1
def on_press(self):
if self.side == "Enemy":
self.root.click_on_map("Attack", self)
def auto_attack(self):
# Znów defence towery nie strzelają jak należy
for order in self.root.move_queue:
if order[0] == self:
return
if self.buildingType == "DefenceTower":
if self.target == [] and self.attack == False:
for unit in self.root.movableObjects:
if unit.player != self.player and math.dist(self.matrixPosition,unit.matrixPosition) < self.shotDistance and not isinstance(unit,UranMiner):
auto_attack = [self, unit.matrixPosition, [self.matrixPosition], "Attack", unit,list(unit.matrixPosition.copy())]
self.root.move_queue.append(auto_attack)
return
else:
return
def reset_attack(self):
self.attack = False
self.target = []
def remove_object(self):
for order in self.root.move_queue:
if order[0] == self or order[4] == self:
self.root.move_queue.remove(order)
for unit in self.player.buildings:
if unit.target == self:
unit.target = []
unit.attack = False
try:
self.root.buildings.remove(self)
except:
pass
try:
self.player.buildings.remove(self)
except:
pass
try:
self.root.remove_widget(self)
except:
pass
try:
self.root.movableObjects.remove(self)
except:
pass
try:
self.root.minimapObject.remove_widget(self.minimapUnit)
del self.root.miniMapUnits[self.minimapName]
self.minimapName = None
self.minimapUnit = None
except:
pass
if self.buildingType == "WarFactory":
if self.player == self.root.humanPlayer:
self.root.ids["MenuButton_BuildTank"].disabled = True
self.root.ids["MenuButton_BuildRocketLauncher"].disabled = True
self.player.WarFactory = None
else:
self.player.WarFactory = None
elif self.buildingType == "MainBase":
self.player.MainBase = "Destroyed"