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#
# 20,000 Light Years Into Space
# This game is licensed under GPL v2, and copyright (C) Jack Whitham 2006-07.
#
#
# Game statistics review.. no RTS game would be complete without one!
#
import pygame, sys, math, time, pickle
from . import draw_effects, resource, font, menu, game, events
from .primitives import *
from .game_types import *
class Historical_Record:
def __init__(self, g: "game.Game_Data") -> None:
self.day = g.game_time.Get_Day()
self.supply = g.net.hub.Get_Steam_Supply()
self.demand = g.net.hub.Get_Steam_Demand()
self.num_nodes = len(g.net.node_list)
self.num_pipes = len([ p for p in g.net.pipe_list if not p.Is_Destroyed() ])
self.tech_level = g.net.hub.tech_level
self.work_units_used = g.work_units_used
self.work_units_avail = g.net.hub.Get_Avail_Work_Units()
self.city_pressure = g.net.hub.Get_Pressure()
# Called periodically during the game. Results are appended to a list
# called historian, which is given to the Review function
def Analyse_Network(game_object: "game.Game_Data") -> Historical_Record:
return Historical_Record(game_object)
# Called at the end of the game, to display statistics:
def Review(game_object: "game.Game_Data",
historian: List[Historical_Record],
event: events.Events) -> None:
available_graphs = [
( "Steam Supply", "supply", (0,255,0) ),
( "Steam Demand", "demand", (255,0,0) ),
( "Number of Nodes", "num_nodes", (128,128,0) ),
( "Number of Pipes", "num_pipes", (0,128,0) ),
( "City Technology Level", "tech_level", (255,255,0) ),
( "Work Unit Usage", "work_units_used", (255,0,255) ),
( "Work Unit Availability", "work_units_avail", (0,255,255) ),
( "City Steam Pressure", "city_pressure", (0,0,255) ) ]
def Regraph(arg: Tuple[str, str, Colour]) -> SurfaceType:
screen = event.resurface()
(width, height) = screen.get_rect().size
g = game_object
draw_effects.Tile_Texture(screen, Images.i006metal, screen.get_rect())
def Text(text: str, size: int,
xy: SurfacePosition, justify: int) -> int:
(x,y) = xy
img = font.Get_Font(size).render(text, True, (255, 255, 255))
if ( justify == 0 ): # centre
x -= ( img.get_rect().width ) // 2
elif ( justify < 0 ): # right
x -= img.get_rect().width
screen.blit(img, (x,y))
y += img.get_rect().height
return y + 5
if ( g.win ):
y = Text("You have won the game!", 36, (width // 2, 10), 0)
else:
y = Text("You have lost the game!", 36, (width // 2, 10), 0)
Text("Thankyou for playing!", 15, (width // 2, y), 0)
y += height // 10
lev = dict()
lev[ MenuCommand.TUTORIAL ] = lev[ MenuCommand.BEGINNER ] = "Beginner"
lev[ MenuCommand.INTERMEDIATE ] = "Intermediate"
lev[ MenuCommand.EXPERT ] = "Expert"
lev[ MenuCommand.PEACEFUL ] = "Peaceful"
level = lev.get(g.challenge, "??")
score = float(g.net.hub.total_steam) / max(1.0, float(g.game_time.Get_Day()))
if ( g.win ):
score *= 8
score = int(score)
l = [ ( "Game length", "%u days" % g.game_time.Get_Day() ),
( "Steam used", "%1.1f U" % g.net.hub.total_steam ),
( "Unused work units", "%u" % g.wu_integral ),
( "Game level", level ),
( "Your " + level + " Score", "%u" % score ) ]
r: RectType = pygame.Rect(25, y, width // 2, 1)
y = Text("Summary", 18, r.center, 0)
for (key, data) in l:
Text(key, 18, (r.left, y), 1)
y = Text(data , 18, (r.right, y), -1)
r.height = y - r.top
r = r.inflate(10,10)
pygame.draw.rect(screen, (128, 128, 128), r, 2)
y = r.bottom + ( height // 10 )
graph_window = pygame.Rect(r.left, y, r.width, ( height - y ) - 25 )
(heading, attribute, colour) = arg
pygame.draw.rect(screen, (0, 0, 0), graph_window)
pygame.draw.rect(screen, (128, 128, 128), graph_window, 2)
graph_subwin = graph_window.inflate(-25,-25)
(x,y) = graph_subwin.center
y = graph_window.top + 5
Text(heading, 18, (x,y), 0)
text_margin = 30
graph_subwin.height -= text_margin
graph_subwin.top += text_margin
assert len(historian) != 0
max_gt = max_gy = 1
values = []
for hr in historian:
try:
gy = getattr(hr, attribute)
except AttributeError: # NO-COV
print("Attribute",attribute,"not present")
return screen
if ( gy < 0 ): # NO-COV
gy = 0 # This should not happen
gt = hr.day
values.append((gt, gy))
max_gt = max(int(math.ceil(gt)), max_gt)
max_gy = max(int(math.ceil(gy)), max_gy)
def Calc_Step_Max(maximum: float,
number_of_steps: float) -> Tuple[int, int]:
step = int((float(maximum) / float(number_of_steps)) + 1)
if ( step < 1 ): # NO-COV
step = 1
return (step, int( step * number_of_steps ))
(step_gt, max_gt) = Calc_Step_Max(max_gt, 20)
(step_gy, max_gy) = Calc_Step_Max(max_gy, 10)
t_scale = float(graph_subwin.width) / float(max_gt)
y_scale = -1.0 * ( float(graph_subwin.height) / float(max_gy) )
# Vertical divisions
for gt in range(0, max_gt, step_gt):
x = int( gt * t_scale ) + graph_subwin.left
pygame.draw.line(screen, (55,55,55),
(x, graph_subwin.bottom),
(x, graph_subwin.top))
pygame.draw.line(screen, (255,255,255),
(x, graph_subwin.bottom),
(x, graph_subwin.bottom - 2))
# Horizontal divisions
for gy in range(0, max_gy, step_gy):
y = int( gy * y_scale ) + graph_subwin.bottom
pygame.draw.line(screen, (75,75,75),
(graph_subwin.left, y),
(graph_subwin.right, y))
pygame.draw.line(screen, (75,75,75),
(graph_subwin.left, y),
(graph_subwin.left + 2, y))
# Graph line
(x1,y1) = graph_subwin.bottomleft
for (gt, gy) in values:
x = int( gt * t_scale ) + graph_subwin.left
y = int( gy * y_scale ) + graph_subwin.bottom
pygame.draw.line(screen, colour, (x1, y1), (x,y))
(x1, y1) = (x, y)
# Graph border
pygame.draw.line(screen, (255,255,255),
graph_subwin.topleft, graph_subwin.bottomleft)
pygame.draw.line(screen, (255,255,255),
graph_subwin.bottomright, graph_subwin.bottomleft)
return screen
screen = Regraph(available_graphs[ 0 ])
graph_num = 0
# then...
proceed = menu.Menu(
[(None, None, []),
(MenuCommand.PREV, "Previous Graph", [pygame.K_LEFT]),
(MenuCommand.NEXT, "Next Graph", [pygame.K_RIGHT]),
(None, None, []),
(MenuCommand.MENU, "Continue", [ pygame.K_ESCAPE ])])
quit = False
while ( not quit ):
screen = Regraph(available_graphs[ graph_num ])
(width, height) = screen.get_rect().size
(quit, cmd) = menu.Simple_Menu_Loop(screen,
proceed, (( width * 3 ) // 4, height // 2 ), event)
if ( cmd == MenuCommand.MENU ):
quit = True
elif ( cmd == MenuCommand.PREV ):
graph_num = (( graph_num + len(available_graphs) - 1 )
% len(available_graphs))
elif ( cmd == MenuCommand.NEXT ):
graph_num = ( graph_num + 1 ) % len(available_graphs)
return
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