-
Notifications
You must be signed in to change notification settings - Fork 5
/
Copy pathManeuvers_Panel.py
1047 lines (890 loc) · 55.5 KB
/
Maneuvers_Panel.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
# TODO LIST
# convert most optionmenu objects from tkinter to tkinter.ttk
# INDEX OF CLASSES AND METHODS
'''
class Maneuvers_Panel
def __init__(self, panel)
def Create_Build_Header(self, panel):
def Create_Build_Frame(self, panel):
def Create_Schedule_Header(self, panel):
def Create_Schedule_Footer(self, panel):
def Create_Dialog_Box(self, panel, title, buttons):
def Dialog_Box_Onclick(self, result):
def Dialog_Menu_Onchange(self, name):
def Add_Edit_Button_Onclick(self, location):
def Clear_Button_Onclick(self, style):
def Maneuver_Style_Onchange(self, result):
def Plan_Training_Schedule(self):
def Update_Schedule_Frames(self):
def Scroll_Build_Frame(self, event):
def Scroll_Schedule_Frame(self, event):
def Create_Build_List_Maneuver(self, parent, name, type, hidden, order, start, target, goal, ranks_arr ):
class Build_List_Maneuver:
def __init__(self, parent, name, type, hidden, order, start, target, goal, ranks_arr ):
'''
#!/usr/bin/python
import tkinter
import tkinter.ttk
import re
import math
import Pmw
import Globals as globals
# Maneuvers panel is responsible for handling character combat, shield, and armor maneuver training from level 0 to 100.
# This panel is made of 5 sub frames.
# Build buttons (Upper Left) - Contains buttons that add new maneuvers to the build list, calculate out a build, or reset the build list. A drop down menu is used to switch between combat, shield, and armor styles.
# Build skill list (Middle/Lower Left) - Contains a list of maneuvers that user wants to train in. Changing the maneuver style (UL frame), will change what kind of maneuvers are shown here.
# Schedule buttons (Upper Right) - These button can alter how the Schedule maneuver list looks
# Scheduled skills list (Middle Right) - This list every maneuver available to the character along with rank cost information.
# Scheduled footer (Lower Right) - The totals and training point costs are calculated here
class Maneuvers_Panel:
def __init__(self, panel):
self.ManP_radio_var = tkinter.IntVar()
self.maneuver_mode = tkinter.StringVar()
self.man_select_menu = ""
# Dialog Box vars
self.dialog_armor_names_menu = ""
self.dialog_combat_names_menu = ""
self.dialog_shield_names_menu = ""
self.add_armor_order_menu = ""
self.add_combat_order_menu = ""
self.add_shield_order_menu = ""
self.edit_armor_order_menu = ""
self.edit_combat_order_menu = ""
self.edit_shield_order_menu = ""
self.armor_menu_size = 1
self.combat_menu_size = 1
self.shield_menu_size = 1
self.vars_dialog_combat_maneuver = tkinter.StringVar()
self.vars_dialog_shield_maneuver = tkinter.StringVar()
self.vars_dialog_armor_maneuver = tkinter.StringVar()
self.vars_dialog_order = tkinter.StringVar()
self.vars_dialog_info = tkinter.StringVar()
self.vars_dialog_prerequisites = tkinter.StringVar()
self.vars_dialog_hide = tkinter.StringVar()
self.vars_dialog_goal = tkinter.StringVar()
self.vars_dialog_slevel = tkinter.StringVar()
self.vars_dialog_tlevel = tkinter.StringVar()
self.vars_dialog_errormsg = tkinter.StringVar()
self.vars_dialog_edit_location = tkinter.IntVar()
# Schedule Calculations
self.total_available_combat_points_by_level = [tkinter.IntVar() for i in range(101)]
self.total_available_shield_points_by_level = [tkinter.IntVar() for i in range(101)]
self.total_available_armor_points_by_level = [tkinter.IntVar() for i in range(101)]
self.total_cost_combat_points_by_level = [tkinter.IntVar() for i in range(101)]
self.total_cost_shield_points_by_level = [tkinter.IntVar() for i in range(101)]
self.total_cost_armor_points_by_level = [tkinter.IntVar() for i in range(101)]
self.total_leftover_combat_points_by_level = [tkinter.IntVar() for i in range(101)]
self.total_leftover_shield_points_by_level = [tkinter.IntVar() for i in range(101)]
self.total_leftover_armor_points_by_level = [tkinter.IntVar() for i in range(101)]
# Schedule Footer vars
self.sfooter_shield_row = ""
self.sfooter_armor_row = ""
self.vars_sfooter_combat_earned = tkinter.IntVar()
self.vars_sfooter_shield_earned = tkinter.IntVar()
self.vars_sfooter_armor_earned = tkinter.IntVar()
self.vars_sfooter_combat_available = tkinter.IntVar()
self.vars_sfooter_shield_available = tkinter.IntVar()
self.vars_sfooter_armor_available = tkinter.IntVar()
self.vars_sfooter_combat_total_cost = tkinter.IntVar()
self.vars_sfooter_shield_total_cost = tkinter.IntVar()
self.vars_sfooter_armor_total_cost = tkinter.IntVar()
self.vars_sfooter_combat_leftover = tkinter.IntVar()
self.vars_sfooter_shield_leftover = tkinter.IntVar()
self.vars_sfooter_armor_leftover = tkinter.IntVar()
self.dialog_box = self.Create_Dialog_Box(panel, "Add Maneuver", ("Add Maneuver,Cancel"))
self.level_counter = "" #Becomes a Pmw.counter later on
#Create all the sub-frames of the panel
self.UL_Frame = self.Create_Build_Header(panel)
self.ML_Frame = self.Create_Build_Frame(panel)
self.UR_Frame = self.Create_Schedule_Header(panel)
self.MR_Frame = self.Create_Schedule_Frame(panel)
self.LR_Frame = self.Create_Schedule_Footer(panel)
#Make the frames visible
self.UL_Frame.grid(row=0, column=0, sticky="nw")
self.ML_Frame.grid(row=1, column=0, sticky="nw", rowspan=2)
self.UR_Frame.grid(row=0, column=1, sticky="nw")
self.MR_Frame.grid(row=1, column=1, sticky="nw")
self.LR_Frame.grid(row=2, column=1, sticky="nw")
# Create the maneuver lists using all the maneuvers from the database.
globals.db_cur.execute("SELECT * FROM Maneuvers")
globals.db_con.commit()
data = globals.db_cur.fetchall()
for man in data:
if man[2] == "combat":
globals.combat_maneuver_names.append(man[0])
globals.character.combat_maneuvers_list[man[0]] = globals.Maneuver(self.MR_Frame.interior(), man)
elif man[2] == "shield":
globals.shield_maneuver_names.append(man[0])
globals.character.shield_maneuvers_list[man[0]] = globals.Maneuver(self.MR_Frame.interior(), man)
elif man[2] == "armor":
globals.armor_maneuver_names.append(man[0])
globals.character.armor_maneuvers_list[man[0]] = globals.Maneuver(self.MR_Frame.interior(), man)
#initialize defaults
self.ML_Frame.bind_class("ManP_build", "<MouseWheel>", self.Scroll_Build_Frame)
self.MR_Frame.bind_class("ManP_schedule", "<MouseWheel>", self.Scroll_Schedule_Frame)
self.dialog_box.withdraw()
self.ManP_radio_var.set(1)
self.level_counter.setvalue(0)
# The build header contains the the buttons to calculate or reset a build.
# It also contains a drop down menu to change the maneuver style between Combat, Shield, and Armor
def Create_Build_Header(self, panel):
myframe = Pmw.ScrolledFrame(panel, usehullsize = 1, hull_width = 600, hull_height = 50)
myframe.component("borderframe").config(borderwidth=0)
myframe.configure(hscrollmode = "none", vscrollmode = "none")
myframe_inner = myframe.interior()
topframe = tkinter.Frame(myframe_inner)
topframe.grid(row=0, column=0, sticky="w")
choices = ["Combat", "Shield", "Armor"]
self.man_select_menu = tkinter.OptionMenu(topframe, self.maneuver_mode, *choices, command=self.Maneuver_Style_Onchange)
self.man_select_menu.config(width=6, height=1)
self.man_select_menu.grid(row=0, column=0, sticky="w")
tkinter.Button(topframe, height="1", text="Add Maneuver", command=lambda v="": self.Add_Edit_Button_Onclick(v)).grid(row=0, column=1)
tkinter.Button(topframe, height="1", text="Calculate Build", command=lambda : self.Plan_Training_Schedule(self.maneuver_mode.get())).grid(row=0, column=2)
tkinter.Button(topframe, height="1", text="Calculate All", command=lambda v="All": self.Plan_Training_Schedule(v)).grid(row=0, column=3)
tkinter.Button(topframe, text="Clear", command=lambda v="": self.Clear_Button_Onclick(v)).grid(row=0, column=4, sticky="w", pady="1")
tkinter.Button(topframe, text="Clear All", command=lambda v="All": self.Clear_Button_Onclick(v)).grid(row=0, column=5, sticky="w", pady="1")
title_scrollframe = Pmw.ScrolledFrame(myframe_inner, usehullsize = 1, hull_width = 583, hull_height = 26 )
title_scrollframe.configure(hscrollmode = "none")
title_scrollframe.grid(row=3, column=0, sticky="w")
title_scrollframe_inner = title_scrollframe.interior()
tkinter.Frame(title_scrollframe_inner).grid(row=3, column=0, columnspan=3)
tkinter.Label(title_scrollframe_inner, width="3", bg="lightgray", text="Hide").grid(row=0, column=0, padx="1")
tkinter.Label(title_scrollframe_inner, width="6", bg="lightgray", text="Order").grid(row=0, column=1, padx="1")
tkinter.Label(title_scrollframe_inner, width="26", bg="lightgray", text="Maneuver Name").grid(row=0, column=2, padx="1")
tkinter.Label(title_scrollframe_inner, width="19", bg="lightgray", text="Cost by Rank").grid(row=0, column=3, padx="3")
tkinter.Label(title_scrollframe_inner, width="5", bg="lightgray", text="Goal").grid(row=0, column=4, padx="1")
tkinter.Label(title_scrollframe_inner, width="5", bg="lightgray", text="S.lvl").grid(row=0, column=5, padx="1")
tkinter.Label(title_scrollframe_inner, width="5", bg="lightgray", text="T.lvl").grid(row=0, column=6, padx="1")
tkinter.Label(title_scrollframe_inner, width="4", bg="lightgray", text="Edit").grid(row=0, column=7, padx="1")
return myframe
# All Build Maneuver objects are displayed in this panel. This panel is populated using the Dialog box Add and Update functions.
# Only one type of maneuver is shown in this panel at a time. The style can be changed with the drop down menu in the Build Header panel.
def Create_Build_Frame(self, panel):
myframe = Pmw.ScrolledFrame(panel, usehullsize = 1, hull_width = 600, hull_height = 474)
myframe.configure(hscrollmode = "none", vscrollmode = "static")
return myframe
# This frame contains:
# PMW counter object that is used to change what level the schedule frame is displaying
# 3 radio buttons that change what maneuvers will appear in the schedule frame
# A title header for the schedule frame which allows that frame scroll independently of the header
def Create_Schedule_Header(self, panel):
myframe = Pmw.ScrolledFrame(panel, usehullsize = 1, hull_width = 470, hull_height = 50)
myframe.component("borderframe").config(borderwidth=0)
myframe.configure(hscrollmode = "none", vscrollmode = "none")
myframe_inner = myframe.interior()
topframe = tkinter.Frame(myframe_inner)
topframe.grid(row=0, column=0, sticky="w")
tlvl_frame = tkinter.Frame(topframe)
tlvl_frame.grid(row=0, column=0, sticky="w", padx=3, pady="1")
self.level_counter = Pmw.Counter(tlvl_frame, entryfield_entry_width = 3, entryfield_validate = { 'validator':'numeric', 'min':0, 'max':100 }, labelpos = 'w', label_text = 'Manevuers at Level', entryfield_value = 0, datatype = "numeric", entryfield_modifiedcommand=self.Update_Schedule_Frames )
self.level_counter.grid(row=0, column=0, sticky="w", pady="1")
tkinter.Radiobutton(topframe, anchor="w", text="All", command=self.Update_Schedule_Frames, var=self.ManP_radio_var, value=1).grid(row=0, column=1)
tkinter.Radiobutton(topframe, anchor="w", text="All Trained", command=self.Update_Schedule_Frames, var=self.ManP_radio_var, value=2).grid(row=0, column=2)
tkinter.Radiobutton(topframe, anchor="w", text="Trained this Level", command=self.Update_Schedule_Frames, var=self.ManP_radio_var, value=3).grid(row=0, column=3)
title_scrollframe = Pmw.ScrolledFrame(myframe_inner, usehullsize = 1, hull_width = 450, hull_height = 28 )
title_scrollframe.configure(hscrollmode = "none")
title_scrollframe.grid(row=3, column=0, sticky="w")
title_scrollframe_inner = title_scrollframe.interior()
tkinter.Frame(title_scrollframe_inner).grid(row=1, column=2, sticky="w", pady="1")
tkinter.Label(title_scrollframe_inner, width="26", bg="lightgray", text="Maneuver Name").grid(row=0, column=0, padx="1")
tkinter.Label(title_scrollframe_inner, width="8", bg="lightgray", text="Ranks").grid(row=0, column=1, padx="1")
tkinter.Label(title_scrollframe_inner, width="6", bg="lightgray", text="Cost").grid(row=0, column=2, padx="1")
tkinter.Label(title_scrollframe_inner, width="10", bg="lightgray", text="Total Ranks").grid(row=0, column=3, padx="1")
tkinter.Label(title_scrollframe_inner, width="8", bg="lightgray", text="Sum Cost").grid(row=0, column=4, padx="1")
return myframe
# This frame will hold ManP_schedule_row objects for maneuvers the character can train in. For more information, please see the Maneuver class in Globals.py
# Only one type of maneuver is shown in this panel at a time. The style can be changed with the drop down menu in the Build Header panel.
def Create_Schedule_Frame(self, panel):
self.training_middle_scrollframe = Pmw.ScrolledFrame(panel, usehullsize = 1, hull_width = 470, hull_height = 372)
self.training_middle_scrollframe_inner = self.training_middle_scrollframe.interior()
self.training_middle_scrollframe.configure(hscrollmode = "none")
return self.training_middle_scrollframe
# This frame contains information about combat, shield, and armor training points for each level for the current level.
# Every profession will see the Combat maneuver row but only Rogues, Warriors, and Paladins will see the Shield and Armor rows.
# Every maneuver row contains:
# Earned - How many training points where gained this level for training in the appropriate skill. "Armor Use", "Combat Maneuvers", "Shield Use"
# Available - Earned training points + Leftover training points.
# Total Cost - Sum of all training costs from maneuvers trained this level.
# Leftover - Available training points - Total Cost .
def Create_Schedule_Footer(self, panel):
myframe = Pmw.ScrolledFrame(panel, usehullsize = 1, hull_width = 470, hull_height = 100)
myframe.configure(hscrollmode = "none", vscrollmode = "none")
myframe_inner = myframe.interior()
title_frame = tkinter.Frame(myframe_inner)
self.sfooter_combat_row = tkinter.Frame(myframe_inner)
self.sfooter_shield_row = tkinter.Frame(myframe_inner)
self.sfooter_armor_row = tkinter.Frame(myframe_inner)
title_frame.grid(row=0, column=0, padx="1")
self.sfooter_combat_row.grid(row=1, column=0, padx="1")
self.sfooter_shield_row.grid(row=2, column=0, padx="1")
self.sfooter_armor_row.grid(row=3, column=0, padx="1")
tkinter.Label(title_frame, width=8, text="").grid(row=0, column=0, sticky="w", padx="1", pady="1")
tkinter.Label(title_frame, width="10", bg="lightgray", text="Earned").grid(row=0, column=1, padx="1")
tkinter.Label(title_frame, width="10", bg="lightgray", text="Available").grid(row=0, column=2, padx="1")
tkinter.Label(title_frame, width="10", bg="lightgray", text="Total Cost").grid(row=0, column=3, padx="1")
tkinter.Label(title_frame, width="10", bg="lightgray", text="Leftover").grid(row=0, column=4, padx="1")
tkinter.Label(self.sfooter_combat_row, width="8", bg="lightgray", text="Combat").grid(row=1, column=0, padx="2", pady="1")
tkinter.Label(self.sfooter_combat_row, width="10", bg="lightgray", textvar=self.vars_sfooter_combat_earned).grid(row=1, column=1, padx="1")
tkinter.Label(self.sfooter_combat_row, width="10", bg="lightgray", textvar=self.vars_sfooter_combat_available).grid(row=1, column=2, padx="1")
tkinter.Label(self.sfooter_combat_row, width="10", bg="lightgray", textvar=self.vars_sfooter_combat_total_cost).grid(row=1, column=3, padx="1")
tkinter.Label(self.sfooter_combat_row, width="10", bg="lightgray", textvar=self.vars_sfooter_combat_leftover).grid(row=1, column=4, padx="1")
tkinter.Label(self.sfooter_shield_row, width="8", bg="lightgray", text="Shield").grid(row=2, column=0, padx="2", pady="1")
tkinter.Label(self.sfooter_shield_row, width="10", bg="lightgray", textvar=self.vars_sfooter_shield_earned).grid(row=2, column=1, padx="1")
tkinter.Label(self.sfooter_shield_row, width="10", bg="lightgray", textvar=self.vars_sfooter_shield_available).grid(row=2, column=2, padx="1")
tkinter.Label(self.sfooter_shield_row, width="10", bg="lightgray", textvar=self.vars_sfooter_shield_total_cost).grid(row=2, column=3, padx="1")
tkinter.Label(self.sfooter_shield_row, width="10", bg="lightgray", textvar=self.vars_sfooter_shield_leftover).grid(row=2, column=4, padx="1")
tkinter.Label(self.sfooter_armor_row, width="8", bg="lightgray", text="Armor").grid(row=3, column=0, padx="2", pady="1")
tkinter.Label(self.sfooter_armor_row, width="10", bg="lightgray", textvar=self.vars_sfooter_armor_earned).grid(row=3, column=1, padx="1")
tkinter.Label(self.sfooter_armor_row, width="10", bg="lightgray", textvar=self.vars_sfooter_armor_available).grid(row=3, column=2, padx="1")
tkinter.Label(self.sfooter_armor_row, width="10", bg="lightgray", textvar=self.vars_sfooter_armor_total_cost).grid(row=3, column=3, padx="1")
tkinter.Label(self.sfooter_armor_row, width="10", bg="lightgray", textvar=self.vars_sfooter_armor_leftover).grid(row=3, column=4, padx="1")
return myframe
# The popup dialog box is used to allow add a maneuver or edit an existing maneuver in the build frame. The type of maneuver that will be added is determined by the drop down menu in the Build Header frame.
# This frame consists of the following parts:
# Maneuver Name - Drop down menu to select which skill to train in.
# Cost per Rank - How many training points it costs for each rank of the maneuver and the maximum ranks you can train in the skill for a single level.
# Prerequisites - What maneuvers/skills ranks/Guild skills, this maneuver requires beyond any ranks can be taken.
# Training Order - Determines what order the planner will try to train the maneuver. If the maneuver cannot be fully trained at a level, ALL training below it is pushed back to the next level.
# Hide - Any maneuver with a checked Hide box will be ignored when build schedule is calculated.
# Goal - This is a number greater that 0 for how many ranks to train in the maneuver.
# Level Range - Indicates a range for 0 to 100. This is how much time you will give the planner to train to your Goal or how many level you want to train your Goal rate
def Create_Dialog_Box(self, panel, title, buttons):
dialog = Pmw.Dialog(panel,
buttons = (buttons.split(",")),
title = title,
command = self.Dialog_Box_Onclick)
dialog.transient(panel)
dialog.resizable(width=0, height=0)
dialog.geometry('315x330+600+300')
myframe = Pmw.ScrolledFrame(dialog.interior(), usehullsize = 1, hull_width = 315, hull_height = 330)
myframe.configure(hscrollmode = "none", vscrollmode = "none")
myframe.grid(row=0, column=0, sticky="nw")
myframe_inner = myframe.interior()
tkinter.Label(myframe_inner, width="13", anchor="w", bg="lightgray", text="Maneuver Name").grid(row=0, column=0, sticky="w")
tkinter.Label(myframe_inner, width="13", anchor="w", bg="lightgray", text="Cost per Rank").grid(row=1, column=0, sticky="w")
tkinter.Label(myframe_inner, width="30", anchor="w", textvar=self.vars_dialog_info).grid(row=1, column=1, sticky="w")
tkinter.Label(myframe_inner, width="13", anchor="w", bg="lightgray", text="Prerequisites").grid(row=2, column=0, sticky="w")
tkinter.Label(myframe_inner, width="30", anchor="w", justify="left", textvar=self.vars_dialog_prerequisites).grid(row=2, column=1, sticky="w")
tkinter.Label(myframe_inner, width="13", anchor="w", text="").grid(row=3, column=0, sticky="w")
tkinter.Label(myframe_inner, width="13", anchor="w", bg="lightgray", text="Training Order").grid(row=4, column=0, sticky="w")
tkinter.Label(myframe_inner, width="13", anchor="w", bg="lightgray", text="Hide").grid(row=5, column=0, sticky="w")
tkinter.Checkbutton(myframe_inner, command="", variable=self.vars_dialog_hide).grid(row=5, column=1, sticky="w")
tkinter.Label(myframe_inner, width="13", anchor="w", text="").grid(row=6, column=0, sticky="w")
tkinter.Label(myframe_inner, width="13", anchor="w", bg="lightgray", text="Goal").grid(row=7, column=0, sticky="w", pady=1)
tkinter.Label(myframe_inner, width="13", anchor="w", bg="lightgray", text="Level Range").grid(row=8, column=0, sticky="w")
self.dialog_combat_names_menu = tkinter.OptionMenu(myframe_inner, self.vars_dialog_combat_maneuver, "", command="")
self.dialog_combat_names_menu.config(width=27)
self.add_combat_order_menu = tkinter.ttk.OptionMenu(myframe_inner, self.vars_dialog_order, "1", command="")
self.add_combat_order_menu.config(width=2)
self.edit_combat_order_menu = tkinter.ttk.OptionMenu(myframe_inner, self.vars_dialog_order, "1", command="")
self.edit_combat_order_menu.config(width=2)
self.dialog_shield_names_menu = tkinter.OptionMenu(myframe_inner, self.vars_dialog_shield_maneuver, "", command="")
self.dialog_shield_names_menu.config(width=27)
self.add_shield_order_menu = tkinter.ttk.OptionMenu(myframe_inner, self.vars_dialog_order, "1", command="")
self.add_shield_order_menu.config(width=2)
self.edit_shield_order_menu = tkinter.ttk.OptionMenu(myframe_inner, self.vars_dialog_order, "1", command="")
self.edit_shield_order_menu.config(width=2)
self.dialog_armor_names_menu = tkinter.OptionMenu(myframe_inner, self.vars_dialog_armor_maneuver, "", command="")
self.dialog_armor_names_menu.config(width=27)
self.add_armor_order_menu = tkinter.ttk.OptionMenu(myframe_inner, self.vars_dialog_order, "1", command="")
self.add_armor_order_menu.config(width=2)
self.edit_armor_order_menu = tkinter.ttk.OptionMenu(myframe_inner, self.vars_dialog_order, "1", command="")
self.edit_armor_order_menu.config(width=2)
self.add_combat_order_menu["menu"].insert_command("end", label=1, command=lambda v=1: self.vars_dialog_order.set(v))
self.edit_combat_order_menu["menu"].insert_command("end", label=1, command=lambda v=1: self.vars_dialog_order.set(v))
self.add_shield_order_menu["menu"].insert_command("end", label=1, command=lambda v=1: self.vars_dialog_order.set(v))
self.edit_shield_order_menu["menu"].insert_command("end", label=1, command=lambda v=1: self.vars_dialog_order.set(v))
self.add_armor_order_menu["menu"].insert_command("end", label=1, command=lambda v=1: self.vars_dialog_order.set(v))
self.edit_armor_order_menu["menu"].insert_command("end", label=1, command=lambda v=1: self.vars_dialog_order.set(v))
self.add_combat_order_menu.grid(row=4, column=1, sticky="w")
self.dialog_combat_names_menu.grid(row=0, column=1, sticky="w", columnspan=4)
goal_box = tkinter.Entry(myframe_inner, width="6", justify="center", validate="key", validatecommand="", textvariable=self.vars_dialog_goal).grid(row=7, column=1, sticky="w", padx=2)
lvlframe = tkinter.Frame(myframe_inner)
lvlframe.grid(row=8, column=1, sticky="w", columnspan=4)
Pmw.Counter(lvlframe, entryfield_entry_width = 3, entryfield_validate = { 'validator':'numeric', 'min':0, 'max':100 }, labelpos = 'w', label_text = 'Start', entryfield_value = 0, datatype = "numeric", entryfield_entry_textvariable=self.vars_dialog_slevel).grid(row=0, column=0, sticky="w")
Pmw.Counter(lvlframe, entryfield_entry_width = 3, entryfield_validate = { 'validator':'numeric', 'min':0, 'max':100 }, labelpos = 'w', label_text = 'Target', entryfield_value = 0, datatype = "numeric", entryfield_entry_textvariable=self.vars_dialog_tlevel).grid(row=0, column=1, sticky="w", columnspan=2)
tkinter.Label(myframe_inner, anchor="w", font="-weight bold", wraplength=300, justify="left", textvariable=self.vars_dialog_errormsg).grid(row=9, column=0, sticky="w", columnspan=4)
return dialog
# This handles button all the button events that occur in the Add/Edit dialog box.
def Dialog_Box_Onclick(self, result):
i = 0
slevel = int(self.vars_dialog_slevel.get())
tlevel = int(self.vars_dialog_tlevel.get())
goal = self.vars_dialog_goal.get()
if result is None or result == "Cancel":
self.dialog_box.withdraw()
self.dialog_box.grab_release()
return
# The maneuver used is determined by current maneuver mode (style)
if self.maneuver_mode.get() == "Combat":
man = globals.character.combat_maneuvers_list[self.vars_dialog_combat_maneuver.get()]
elif self.maneuver_mode.get() == "Shield":
man = globals.character.shield_maneuvers_list[self.vars_dialog_shield_maneuver.get()]
elif self.maneuver_mode.get() == "Armor":
man = globals.character.armor_maneuvers_list[self.vars_dialog_armor_maneuver.get()]
# Error checking for Add/Update choices
if re.search(r"(^Add)|(^Update)", result):
if slevel > tlevel:
self.vars_dialog_errormsg.set("ERROR: Start level cannot be greater than target level." )
return
elif len(goal) == 0 or goal == "0" or not re.search(r"(^\d{1,3}$)", goal):
self.vars_dialog_errormsg.set("ERROR: Goal must be number greater than 0 and less than 6.")
return
elif int(goal) > man.max_ranks:
self.vars_dialog_errormsg.set("ERROR: Goal is greater than maximum maneuver ranks.")
return
elif man.Get_Total_Cost_At_Rank(0, int(goal), globals.character.profession.type) > tlevel+1 and man.type == "combat":
self.vars_dialog_errormsg.set("ERROR: Combat Manevuer total cost cannot be greater than target level + 1.")
return
# Add a new maneuver to the appropriate build list
if result == "Add Maneuver":
hide = ""
if self.vars_dialog_hide.get() == "1":
hide = "x"
if self.maneuver_mode.get() == "Combat":
man = globals.character.combat_maneuvers_list[self.vars_dialog_combat_maneuver.get()]
self.combat_menu_size += 1
globals.character.build_combat_maneuvers_list.insert(int(self.vars_dialog_order.get())-1, Build_List_Maneuver(self.ML_Frame.interior(), self.vars_dialog_combat_maneuver.get(),
"Combat", hide, self.vars_dialog_order.get(), self.vars_dialog_slevel.get(), self.vars_dialog_tlevel.get(), self.vars_dialog_goal.get(),
(man.cost_by_rank[0], man.cost_by_rank[1], man.cost_by_rank[2], man.cost_by_rank[3], man.cost_by_rank[4]) ))
globals.character.build_combat_maneuvers_list[int(self.vars_dialog_order.get())-1].ManP_Edit_Button.config(command=lambda v=int(self.vars_dialog_order.get())-1: self.Add_Edit_Button_Onclick(v))
self.add_combat_order_menu["menu"].insert_command("end", label=self.combat_menu_size, command=lambda v=self.combat_menu_size: self.vars_dialog_order.set(v))
if self.combat_menu_size-1 > 1:
self.edit_combat_order_menu["menu"].insert_command("end", label=self.combat_menu_size-1, command=lambda v=self.combat_menu_size-1: self.vars_dialog_order.set(v))
for man in globals.character.build_combat_maneuvers_list:
man.order.set(i+1)
man.ManP_Edit_Button.config(command=lambda v=i: self.Add_Edit_Button_Onclick(v))
man.ManP_Build_Row.grid(row=i, column=0)
i += 1
elif self.maneuver_mode.get() == "Shield":
man = globals.character.shield_maneuvers_list[self.vars_dialog_shield_maneuver.get()]
self.shield_menu_size = self.shield_menu_size + 1
globals.character.build_shield_maneuvers_list.insert(int(self.vars_dialog_order.get())-1, Build_List_Maneuver(self.ML_Frame.interior(), self.vars_dialog_shield_maneuver.get(),
"Shield", hide, self.vars_dialog_order.get(), self.vars_dialog_slevel.get(), self.vars_dialog_tlevel.get(), self.vars_dialog_goal.get(),
(man.cost_by_rank[0], man.cost_by_rank[1], man.cost_by_rank[2], man.cost_by_rank[3], man.cost_by_rank[4]) ))
globals.character.build_shield_maneuvers_list[int(self.vars_dialog_order.get())-1].ManP_Edit_Button.config(command=lambda v=int(self.vars_dialog_order.get())-1: self.Add_Edit_Button_Onclick(v))
self.add_shield_order_menu["menu"].insert_command("end", label=self.shield_menu_size, command=lambda v=self.shield_menu_size: self.vars_dialog_order.set(v))
if self.shield_menu_size-1 > 1:
self.edit_shield_order_menu["menu"].insert_command("end", label=self.shield_menu_size-1, command=lambda v=self.shield_menu_size-1: self.vars_dialog_order.set(v))
for man in globals.character.build_shield_maneuvers_list:
man.order.set(i+1)
man.ManP_Edit_Button.config(command=lambda v=i: self.Add_Edit_Button_Onclick(v))
man.ManP_Build_Row.grid(row=i, column=0)
i += 1
elif self.maneuver_mode.get() == "Armor":
man = globals.character.armor_maneuvers_list[self.vars_dialog_armor_maneuver.get()]
self.armor_menu_size = self.armor_menu_size + 1
globals.character.build_armor_maneuvers_list.insert(int(self.vars_dialog_order.get())-1, Build_List_Maneuver(self.ML_Frame.interior(), self.vars_dialog_armor_maneuver.get(),
"Armor", hide, self.vars_dialog_order.get(), self.vars_dialog_slevel.get(), self.vars_dialog_tlevel.get(), self.vars_dialog_goal.get(),
(man.cost_by_rank[0], man.cost_by_rank[1], man.cost_by_rank[2], man.cost_by_rank[3], man.cost_by_rank[4]) ))
globals.character.build_armor_maneuvers_list[int(self.vars_dialog_order.get())-1].ManP_Edit_Button.config(command=lambda v=int(self.vars_dialog_order.get())-1: self.Add_Edit_Button_Onclick(v))
self.add_armor_order_menu["menu"].insert_command("end", label=self.armor_menu_size, command=lambda v=self.armor_menu_size: self.vars_dialog_order.set(v))
if self.armor_menu_size-1 > 1:
self.edit_armor_order_menu["menu"].insert_command("end", label=self.armor_menu_size-1, command=lambda v=self.armor_menu_size-1: self.vars_dialog_order.set(v))
for man in globals.character.build_armor_maneuvers_list:
man.order.set(i+1)
man.ManP_Edit_Button.config(command=lambda v=i: self.Add_Edit_Button_Onclick(v))
man.ManP_Build_Row.grid(row=i, column=0)
i += 1
self.dialog_box.withdraw()
self.dialog_box.grab_release()
# Change the information for an existing maneuver
elif result == "Update Maneuver":
if self.maneuver_mode.get() == "Combat":
man = globals.character.build_combat_maneuvers_list.pop(self.vars_dialog_edit_location.get())
list = globals.character.build_combat_maneuvers_list
man.name.set(self.vars_dialog_combat_maneuver.get())
m_ranks = globals.character.combat_maneuvers_list[self.vars_dialog_combat_maneuver.get()]
elif self.maneuver_mode.get() == "Shield":
man = globals.character.build_shield_maneuvers_list.pop(self.vars_dialog_edit_location.get())
list = globals.character.build_shield_maneuvers_list
man.name.set(self.vars_dialog_shield_maneuver.get())
m_ranks = globals.character.shield_maneuvers_list[self.vars_dialog_shield_maneuver.get()]
elif self.maneuver_mode.get() == "Armor":
man = globals.character.build_armor_maneuvers_list.pop(self.vars_dialog_edit_location.get())
list = globals.character.build_armor_maneuvers_list
man.name.set(self.vars_dialog_armor_maneuver.get())
m_ranks = globals.character.armor_maneuvers_list[self.vars_dialog_armor_maneuver.get()]
man.ranks[0].set(m_ranks.cost_by_rank[0])
man.ranks[1].set(m_ranks.cost_by_rank[1])
man.ranks[2].set(m_ranks.cost_by_rank[2])
man.ranks[3].set(m_ranks.cost_by_rank[3])
man.ranks[4].set(m_ranks.cost_by_rank[4])
man.order.set(self.vars_dialog_order.get())
man.slvl.set(self.vars_dialog_slevel.get())
man.tlvl.set(self.vars_dialog_tlevel.get())
man.goal.set(self.vars_dialog_goal.get())
if self.vars_dialog_hide.get() == "1":
man.hide.set("x")
else:
man.hide.set("")
list.insert(int(self.vars_dialog_order.get())-1, man)
for man in list:
man.order.set(i+1)
man.ManP_Edit_Button.config(command=lambda v=i: self.Add_Edit_Button_Onclick(v))
man.ManP_Build_Row.grid(row=i, column=0)
i += 1
self.dialog_box.withdraw()
self.dialog_box.grab_release()
elif result == "Remove Maneuver":
if self.maneuver_mode.get() == "Combat":
list = globals.character.build_combat_maneuvers_list
self.add_combat_order_menu['menu'].delete("end", "end")
self.edit_combat_order_menu['menu'].delete("end", "end")
self.combat_menu_size -= 1
elif self.maneuver_mode.get() == "Shield":
list = globals.character.build_shield_maneuvers_list
self.add_shield_order_menu['menu'].delete("end", "end")
self.edit_shield_order_menu['menu'].delete("end", "end")
self.shield_menu_size -= 1
elif self.maneuver_mode.get() == "Armor":
list = globals.character.build_armor_maneuvers_list
self.add_armor_order_menu['menu'].delete("end", "end")
self.edit_armor_order_menu['menu'].delete("end", "end")
self.armor_menu_size -= 1
list.pop(self.vars_dialog_edit_location.get()).ManP_Build_Row.grid_remove()
for man in list:
man.order.set(i+1)
man.ManP_Edit_Button.config(command=lambda v=i: self.Add_Edit_Button_Onclick(v))
man.ManP_Build_Row.grid(row=i, column=0)
i += 1
self.dialog_box.withdraw()
self.dialog_box.grab_release()
# When a new maneuver is clicked from the maneuver drop down menu in the popup dialog box, this method will update the dialog box with the newly chosen maneuver
def Dialog_Menu_Onchange(self, name):
prof_type = globals.character.profession.type
if self.maneuver_mode.get() == "Combat":
man = globals.character.combat_maneuvers_list[name]
self.vars_dialog_combat_maneuver.set(name)
elif self.maneuver_mode.get() == "Shield":
man = globals.character.shield_maneuvers_list[name]
self.vars_dialog_shield_maneuver.set(name)
elif self.maneuver_mode.get() == "Armor":
man = globals.character.armor_maneuvers_list[name]
self.vars_dialog_armor_maneuver.set(name)
self.vars_dialog_prerequisites.set(man.prerequisites_displayed)
self.vars_dialog_info.set("%s, %s, %s, %s, %s" % (man.Get_Cost_At_Rank(1, prof_type), man.Get_Cost_At_Rank(2, prof_type), man.Get_Cost_At_Rank(3, prof_type), man.Get_Cost_At_Rank(4, prof_type), man.Get_Cost_At_Rank(5, prof_type)))
# This function is called to display the popup dialog box that allows a user to add a new meneuver or edit an existing meneuver.
# Clicking the Add Maneuver button in the Build Header frame will show the Add version of this box
# Clicking an existing Maneuver's Edit button will show the Edit version of this box
def Add_Edit_Button_Onclick(self, location):
prof_type = globals.character.profession.type
self.dialog_combat_names_menu.grid_remove()
self.dialog_shield_names_menu.grid_remove()
self.dialog_armor_names_menu.grid_remove()
self.add_combat_order_menu.grid_remove()
self.add_shield_order_menu.grid_remove()
self.add_armor_order_menu.grid_remove()
self.edit_combat_order_menu.grid_remove()
self.edit_shield_order_menu.grid_remove()
self.edit_armor_order_menu.grid_remove()
if self.maneuver_mode.get() == "Combat":
char_man = globals.character.combat_maneuvers_list[self.dialog_combat_names_menu['menu'].entrycget(0, "label")]
self.dialog_combat_names_menu.grid(row=0, column=1, sticky="w", columnspan=4)
self.vars_dialog_order.set(self.combat_menu_size)
if location == "":
self.vars_dialog_combat_maneuver.set(char_man.name)
self.add_combat_order_menu.grid(row=4, column=1, sticky="w")
else:
man = globals.character.build_combat_maneuvers_list[int(location)]
char_man = globals.character.combat_maneuvers_list[man.name.get()]
self.vars_dialog_combat_maneuver.set(man.name.get())
self.edit_combat_order_menu.grid(row=4, column=1, sticky="w")
elif self.maneuver_mode.get() == "Shield":
char_man = globals.character.shield_maneuvers_list[self.dialog_shield_names_menu['menu'].entrycget(0, "label")]
self.dialog_shield_names_menu.grid(row=0, column=1, sticky="w", columnspan=4)
self.vars_dialog_order.set(self.shield_menu_size)
if location == "":
self.vars_dialog_shield_maneuver.set(char_man.name)
self.add_shield_order_menu.grid(row=4, column=1, sticky="w")
else:
man = globals.character.build_shield_maneuvers_list[int(location)]
char_man = globals.character.shield_maneuvers_list[man.name.get()]
self.vars_dialog_shield_maneuver.set(man.name.get())
self.edit_shield_order_menu.grid(row=4, column=1, sticky="w")
elif self.maneuver_mode.get() == "Armor":
char_man = globals.character.armor_maneuvers_list[self.dialog_armor_names_menu['menu'].entrycget(0, "label")]
self.dialog_armor_names_menu.grid(row=0, column=1, sticky="w", columnspan=4)
self.vars_dialog_order.set(self.armor_menu_size)
if location == "":
self.vars_dialog_armor_maneuver.set(char_man.name)
self.add_armor_order_menu.grid(row=4, column=1, sticky="w")
else:
man = globals.character.build_armor_maneuvers_list[int(location)]
char_man = globals.character.armor_maneuvers_list[man.name.get()]
self.vars_dialog_armor_maneuver.set(man.name.get())
self.edit_armor_order_menu.grid(row=4, column=1, sticky="w")
# Location determines if this is the Add or Edit version of this box. A lack of Location means it is the Add version.
# Location is used as a reference for what number frame called this function. IE: Location 4 is the 4th maneuver in the build list.
if location == "":
self.vars_dialog_hide.set("0")
self.vars_dialog_goal.set("")
self.vars_dialog_slevel.set("0")
self.vars_dialog_tlevel.set("100")
self.vars_dialog_errormsg.set("")
if self.dialog_box.component("buttonbox").button(0)["text"] == "Update Maneuver":
self.dialog_box.component("buttonbox").delete("Update Maneuver")
self.dialog_box.component("buttonbox").delete("Remove Maneuver")
self.dialog_box.component("buttonbox").insert("Add Maneuver", command=lambda v="Add Maneuver": self.Dialog_Box_Onclick(v))
else:
self.vars_dialog_order.set(man.order.get())
self.vars_dialog_slevel.set(man.slvl.get())
self.vars_dialog_tlevel.set(man.tlvl.get())
self.vars_dialog_goal.set(man.goal.get())
self.vars_dialog_errormsg.set("")
self.vars_dialog_edit_location.set(int(location))
if man.hide.get() == "x":
self.vars_dialog_hide.set("1")
else:
self.vars_dialog_hide.set("0")
if self.dialog_box.component("buttonbox").button(0)["text"] == "Add Maneuver":
self.dialog_box.component("buttonbox").delete("Add Maneuver")
self.dialog_box.component("buttonbox").insert("Remove Maneuver", command=lambda v="Remove Maneuver": self.Dialog_Box_Onclick(v))
self.dialog_box.component("buttonbox").insert("Update Maneuver", command=lambda v="Update Maneuver": self.Dialog_Box_Onclick(v))
self.vars_dialog_prerequisites.set(char_man.prerequisites_displayed)
self.vars_dialog_info.set("%s, %s, %s, %s, %s" % (char_man.Get_Cost_At_Rank(1, prof_type), char_man.Get_Cost_At_Rank(2, prof_type), char_man.Get_Cost_At_Rank(3, prof_type), char_man.Get_Cost_At_Rank(4, prof_type), char_man.Get_Cost_At_Rank(5, prof_type) ))
self.dialog_box.show()
self.dialog_box.grab_set()
# When the Clear All button is clicked, the build_maneuver_lists are emptied, all training point totals lists are reset, the menu sizes are set to 1 and level counter set back to 0
def Clear_Button_Onclick(self, style):
if self.maneuver_mode.get() == "Combat" or style == "All":
for key, row in globals.character.combat_maneuvers_list.items():
row.Set_To_Default()
for man in globals.character.build_combat_maneuvers_list:
man.ManP_Build_Row.grid_remove()
if self.combat_menu_size > 1:
self.add_combat_order_menu['menu'].delete(1, "end")
menu = [1]
self.edit_combat_order_menu.set_menu(1, *menu)
self.combat_menu_size = 1
globals.character.build_combat_maneuvers_list = []
self.total_available_combat_points_by_level = [tkinter.IntVar() for i in range(101)]
self.total_cost_combat_points_by_level = [tkinter.IntVar() for i in range(101)]
self.total_leftover_combat_points_by_level = [tkinter.IntVar() for i in range(101)]
if self.maneuver_mode.get() == "Shield" or style == "All":
for key, row in globals.character.shield_maneuvers_list.items():
row.Set_To_Default()
for man in globals.character.build_shield_maneuvers_list:
man.ManP_Build_Row.grid_remove()
if self.shield_menu_size > 1:
self.add_shield_order_menu['menu'].delete(1, "end")
menu = [1]
self.edit_shield_order_menu.set_menu(1, *menu)
self.shield_menu_size = 1
globals.character.build_shield_maneuvers_list = []
self.total_available_shield_points_by_level = [tkinter.IntVar() for i in range(101)]
self.total_cost_shield_points_by_level = [tkinter.IntVar() for i in range(101)]
self.total_leftover_shield_points_by_level = [tkinter.IntVar() for i in range(101)]
if self.maneuver_mode.get() == "Armor" or style == "All":
for key, row in globals.character.armor_maneuvers_list.items():
row.Set_To_Default()
for man in globals.character.build_armor_maneuvers_list:
man.ManP_Build_Row.grid_remove()
if self.armor_menu_size > 1:
self.add_armor_order_menu['menu'].delete(1, "end")
menu = [1]
self.edit_armor_order_menu.set_menu(1, *menu)
self.armor_menu_size = 1
globals.character.build_armor_maneuvers_list = []
self.total_available_armor_points_by_level = [tkinter.IntVar() for i in range(101)]
self.total_cost_armor_points_by_level = [tkinter.IntVar() for i in range(101)]
self.total_leftover_armor_points_by_level = [tkinter.IntVar() for i in range(101)]
self.ManP_radio_var.set(1)
self.level_counter.setvalue(0)
if style == "All" and self.maneuver_mode.get() != "Combat":
self.Maneuver_Style_Onchange("Combat")
else:
self.Update_Schedule_Frames()
# This method is called when the drop down menu in the build header is changed to a new value. Changing the value will swap out the current build list and schedule list values for either Combat, Shield, or Armor maneuver values.
def Maneuver_Style_Onchange(self, result):
i=0
current_schedule = ""
current_keys = ""
if self.maneuver_mode.get() == result:
return
if self.maneuver_mode.get() == "Combat":
self.maneuver_mode.set("Combat")
for man in globals.character.build_combat_maneuvers_list:
man.ManP_Build_Row.grid_remove()
for key, man in globals.character.combat_maneuvers_list.items():
man.ManP_schedule_row.grid_remove()
elif self.maneuver_mode.get() == "Shield":
self.maneuver_mode.set("Shield")
for man in globals.character.build_shield_maneuvers_list:
man.ManP_Build_Row.grid_remove()
for key, man in globals.character.shield_maneuvers_list.items():
man.ManP_schedule_row.grid_remove()
elif self.maneuver_mode.get() == "Armor":
self.maneuver_mode.set("Armor")
for man in globals.character.build_armor_maneuvers_list:
man.ManP_Build_Row.grid_remove()
for key, man in globals.character.armor_maneuvers_list.items():
man.ManP_schedule_row.grid_remove()
if result == "Combat":
self.maneuver_mode.set("Combat")
current_schedule = globals.character.combat_maneuvers_list
current_keys = globals.combat_maneuver_names
for man in globals.character.build_combat_maneuvers_list:
man.order.set(i+1)
man.ManP_Edit_Button.config(command=lambda v=i: self.Add_Edit_Button_Onclick(v))
man.ManP_Build_Row.grid(row=i, column=0)
i += 1
elif result == "Shield":
self.maneuver_mode.set("Shield")
current_schedule = globals.character.shield_maneuvers_list
current_keys = globals.shield_maneuver_names
for man in globals.character.build_shield_maneuvers_list:
man.order.set(i+1)
man.ManP_Edit_Button.config(command=lambda v=i: self.Add_Edit_Button_Onclick(v))
man.ManP_Build_Row.grid(row=i, column=0)
i += 1
elif result == "Armor":
self.maneuver_mode.set("Armor")
current_schedule = globals.character.armor_maneuvers_list
current_keys = globals.armor_maneuver_names
for man in globals.character.build_armor_maneuvers_list:
man.order.set(i+1)
man.ManP_Edit_Button.config(command=lambda v=i: self.Add_Edit_Button_Onclick(v))
man.ManP_Build_Row.grid(row=i, column=0)
i += 1
self.ML_Frame.yview("moveto", 0, "units")
self.MR_Frame.yview("moveto", 0, "units")
self.Update_Schedule_Frames()
# When the Calculate button is pushed the planner will map out level by level, maneuver by maneuver (in the build list) what ranks are trained at what level for the current maneuver style.
# Calculate All will do this for Combat, Shield, Armor in that order.
# This method will also call on a number of different Maneuver object methods as well. Please review the Maneuver class in Globals.py for more information.
def Plan_Training_Schedule(self, style):
error_text = ""
schedule_names = []
prof_type = globals.character.profession.type
total_available_array = [tkinter.IntVar() for i in range(101)]
total_cost_array = [tkinter.IntVar() for i in range(101)]
total_leftover_array = [tkinter.IntVar() for i in range(101)]
if style == "All":
schedule_names = ["Combat", "Shield", "Armor"]
else:
schedule_names = [style]
for type in schedule_names:
abort_loops = 0
slevel = 0; tlevel = 0; ranks_taken = 0; ranks_needed = 0
next_rank_cost = 0; available = 0; cost_at_level = 0; prev_leftover = 0
tranks = 0; tcost = 0; new_min = 0;
for i in range(0, 101):
total_available_array[i].set(0)
total_cost_array[i].set(0)
total_leftover_array[i].set(0)
if type == "Combat":
skill_name = "Combat Maneuvers"
blist = globals.character.build_combat_maneuvers_list
slist = globals.character.combat_maneuvers_list
elif type == "Shield":
skill_name = "Shield Use"
blist = globals.character.build_shield_maneuvers_list
slist = globals.character.shield_maneuvers_list
elif type == "Armor":
skill_name = "Armor Use"
blist = globals.character.build_armor_maneuvers_list
slist = globals.character.armor_maneuvers_list
for key, row in slist.items():
row.Set_To_Default()
for i in range(0, 101):
if i > 0:
prev_leftover = total_leftover_array[i-1].get()
tranks = globals.character.skills_list[skill_name].ranks_by_level[i].get()
total_available_array[i].set( prev_leftover + tranks )
total_leftover_array[i].set( prev_leftover + tranks )
for man in blist:
if abort_loops:
break
if man.hide.get() == "x":
continue
slevel = int(man.slvl.get())
tlevel = int(man.tlvl.get())
ranks_needed = int(man.goal.get())
ranks_taken = 0
prev_leftover = 0
if slevel < new_min:
slevel = new_min
row = slist[man.name.get()]
available = 0
for lvl in range(slevel, tlevel+1):
if not globals.character.Meets_Maneuver_Prerequisites(lvl, row.name, row.type):
if lvl >= tlevel:
error_text += "ERROR: Unable to meet the prerequisites to train in %s by level %s.\n" % (man.name.get(), tlevel)
abort_loops = 1
break
else:
continue
# Does character have prerequisites for maneuver at this level??? logic will go here
available = total_leftover_array[lvl].get()
cost_at_level = 0
prev_leftover = 0
next_rank_cost = row.Get_Cost_At_Rank(row.total_ranks_by_level[lvl].get() + 1, prof_type)
tcost = row.Get_Total_Cost_At_Rank(0, row.total_ranks_by_level[lvl].get() + 1, prof_type)
while available >= next_rank_cost and (type == "Armor" or lvl+1 >= tcost):
cost_at_level += next_rank_cost
available -= next_rank_cost
ranks_taken += 1
row.Train_New_Ranks(lvl, 1, prof_type)
if ranks_needed <= ranks_taken:
break
next_rank_cost = row.Get_Cost_At_Rank(row.total_ranks_by_level[lvl].get() + 1, prof_type)
tcost = row.Get_Total_Cost_At_Rank(0, row.total_ranks_by_level[lvl].get() + 1, prof_type)
if cost_at_level > 0:
total_cost_array[lvl].set( cost_at_level + total_cost_array[lvl].get() )
new_min = lvl
for i in range(lvl, 101):
prev_leftover = total_leftover_array[i-1].get()
ranks = globals.character.skills_list[skill_name].ranks_by_level[i].get()
total_available_array[i].set( prev_leftover + ranks )
total_leftover_array[i].set( prev_leftover + ranks - total_cost_array[i].get() )
if ranks_needed > ranks_taken and lvl >= tlevel:
error_text += "ERROR: Insufficient points to train %s ranks in %s by level %s.\n" % (ranks_needed, man.name.get(), tlevel)
abort_loops = 1
break
elif ranks_needed <= ranks_taken:
break
if type == "Combat":
for i in range(101):
self.total_available_combat_points_by_level[i].set(total_available_array[i].get())
self.total_cost_combat_points_by_level[i].set(total_cost_array[i].get())
self.total_leftover_combat_points_by_level[i].set(total_leftover_array[i].get())
elif type == "Shield":
for i in range(101):
self.total_available_shield_points_by_level[i].set(total_available_array[i].get())
self.total_cost_shield_points_by_level[i].set(total_cost_array[i].get())
self.total_leftover_shield_points_by_level[i].set(total_leftover_array[i].get())
elif type == "Armor":
for i in range(101):
self.total_available_armor_points_by_level[i].set(total_available_array[i].get())
self.total_cost_armor_points_by_level[i].set(total_cost_array[i].get())
self.total_leftover_armor_points_by_level[i].set(total_leftover_array[i].get())
if error_text != "":
globals.info_dialog.Show_Message(error_text)
# globals.character.Update_Statistics()
# for i in range(101):
# globals.character.Update_Resources(i)
self.Update_Schedule_Frames()
# This is called when user changes the level counter or when the user's build has been recalculated.
# It uses what ever the current level is and updates the schedule frame and schedule footer
def Update_Schedule_Frames(self):
if self.level_counter.getvalue() == "":
return
i = 0; combat_ranks = 0; shield_ranks = 0; armor_ranks = 0
level = int(self.level_counter.getvalue())
style = self.maneuver_mode.get()
prof = globals.character.profession.name
combat_ranks = globals.character.skills_list["Combat Maneuvers"].ranks_by_level[level].get()
shield_ranks = globals.character.skills_list["Shield Use"].ranks_by_level[level].get()
armor_ranks = globals.character.skills_list["Armor Use"].ranks_by_level[level].get()
if style == "Combat":
current_keys = globals.combat_maneuver_names
current_schedule = globals.character.combat_maneuvers_list
elif style == "Shield":
current_keys = globals.shield_maneuver_names
current_schedule = globals.character.shield_maneuvers_list
elif style == "Armor":
current_keys = globals.armor_maneuver_names
current_schedule = globals.character.armor_maneuvers_list
for key in current_keys:
row = current_schedule[key]
if row.availability[prof] == 1 and (self.ManP_radio_var.get() == 1 or (self.ManP_radio_var.get() == 2 and row.total_ranks_by_level[100].get() > 0) or (self.ManP_radio_var.get() == 3 and row.ranks_by_level[level].get() > 0)):
if row.ranks_by_level[level].get() > 0:
row.cost.set(row.cost_at_level[level].get())
else:
row.cost.set("")
row.ranks.set(row.ranks_by_level[level].get())
row.total_ranks.set(row.total_ranks_by_level[level].get())
row.combined_cost.set(row.combined_cost_by_level[level].get())
row.ManP_schedule_row.grid(row=i, column=0)
else:
row.ManP_schedule_row.grid_remove()
i += 1
self.vars_sfooter_combat_earned.set(combat_ranks)
self.vars_sfooter_shield_earned.set(shield_ranks)
self.vars_sfooter_armor_earned.set(armor_ranks)
self.vars_sfooter_combat_available.set(self.total_available_combat_points_by_level[level].get())
self.vars_sfooter_shield_available.set(self.total_available_shield_points_by_level[level].get())
self.vars_sfooter_armor_available.set(self.total_available_armor_points_by_level[level].get())
self.vars_sfooter_combat_total_cost.set(self.total_cost_combat_points_by_level[level].get())
self.vars_sfooter_shield_total_cost.set(self.total_cost_shield_points_by_level[level].get())
self.vars_sfooter_armor_total_cost.set(self.total_cost_armor_points_by_level[level].get())
self.vars_sfooter_combat_leftover.set(self.total_leftover_combat_points_by_level[level].get())
self.vars_sfooter_shield_leftover.set(self.total_leftover_shield_points_by_level[level].get())
self.vars_sfooter_armor_leftover.set(self.total_leftover_armor_points_by_level[level].get())
# This allows mouse scrolling in the build frame. Anything with the bind tag SkP_Build will allow the scrolling
def Scroll_Build_Frame(self, event):
self.ML_Frame.yview("scroll", -1*(event.delta/120), "units")
# This allows mouse scrolling in the schedule frame. Anything with the bind tag SkP_Schedule will allow the scrolling
def Scroll_Schedule_Frame(self, event):
self.MR_Frame.yview("scroll", -1*(event.delta/120), "units")
# Wrapper function used by Globals.py to create a new Maneuver from Character file.
def Create_Build_List_Maneuver(self, parent, name, type, hidden, order, start, target, goal, ranks_arr ):
return Build_List_Maneuver(parent, name, type, hidden, order, start, target, goal, ranks_arr )
# This class holds all the information for a specific maneuver the character wants to train in. These maneuvers are shown the build frame using the object's ManP_Build_Row frame
class Build_List_Maneuver:
def __init__(self, parent, name, type, hidden, order, start, target, goal, ranks_arr ):
self.name = tkinter.StringVar()
self.ranks = [tkinter.StringVar() for i in range(5)]
self.order = tkinter.StringVar()
self.hide = tkinter.StringVar()
self.slvl = tkinter.StringVar()
self.tlvl = tkinter.StringVar()
self.goal = tkinter.StringVar()
self.ManP_Build_Row = tkinter.Frame(parent)
self.ManP_Edit_Button = ""
self.type = type
if globals.character.profession.type == "square" or self.type != "Combat":
modifier = 1
elif globals.character.profession.type == "semi":
modifier = 1.5
elif globals.character.profession.type == "pure":
modifier = 2
i=0
for rank in ranks_arr:
if rank != "-":