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ship.py
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ship.py
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"""
FASA Star Trek - Tactical Starship Combat Simulator (TSCS)
Ship module
The goal is to use a pair of high-res ship images and prepare them as needed for use
in the game. Only one frame of the top view is needed for in-game rendering, and the
side view is for the ship detail "screens".
The Ship class pre-renders the hex angles (60 degrees per turn) for quicker rendering.
Keep in mind this is a turn-based game so framerate is not extremely important.
However, we'll try to be as efficient as possible anyway.
Ship art should be a high-res 512px image and will be scaled as needed.
The ship specifications should be loaded from a data file. Currently just showing design info.
***NOTE***
In the FASA ship recognition books, the first column of data (Mk I) will be closer to the
original specs of a ship in the TV series/films. The additional model columns were invented
by FASA to bring ships forward in time to the film-era or the TNG-era (see the dates).
So, it's better to use the Mk I column because later models are OP.
If you WANT to add a later model, add the model to the classname, e.g. Constellation Mk II.
"""
import sys
import pygame
import pygame_gui
import json
from xml.etree import ElementTree as et
class Specs(object):
def __init__(self):
self.class_name = ""
self.hull_type = ""
self.superstructure = ""
self.size_length = ""
self.size_width = ""
self.size_height = ""
self.weight = ""
self.crew = ""
self.total_power = ""
self.movement_ratio = ""
self.warp_engine_type = ""
self.warp_engine_number = ""
self.warp_engine_power = ""
self.warp_engine_stress_charts = ""
self.warp_engine_maximum_speed = ""
self.warp_engine_emergency_speed = ""
self.impulse_engine_type = ""
self.impulse_engine_power = ""
self.beam_weapon_type = ""
self.beam_weapon_number = ""
self.beam_firing_arcs_fp = ""
self.beam_firing_arcs_f = ""
self.beam_firing_arcs_fs = ""
self.beam_firing_arcs_ap = ""
self.beam_firing_arcs_a = ""
self.beam_firing_arcs_as = ""
self.beam_firing_chart = ""
self.beam_maximum_power = ""
self.beam_damage_modifier_1_min = ""
self.beam_damage_modifier_1_max = ""
self.beam_damage_modifier_2_min = ""
self.beam_damage_modifier_2_max = ""
self.beam_damage_modifier_3_min = ""
self.beam_damage_modifier_3_max = ""
self.missile_weapon_type = ""
self.missile_weapon_number = ""
self.missile_firing_arcs_fp = ""
self.missile_firing_arcs_f = ""
self.missile_firing_arcs_fs = ""
self.missile_firing_arcs_ap = ""
self.missile_firing_arcs_a = ""
self.missile_firing_arcs_as = ""
self.missile_firing_chart = ""
self.missile_power_to_arm = ""
self.missile_damage = ""
self.shield_type = ""
self.shield_point_ratio = ""
self.shield_maximum_power = ""
self.defense_factor = ""
self.weapon_damage_factor = ""
self.combat_efficiency = ""
def load(self,filename):
#load from specs file
print("Parsing file: " + filename + "...")
try:
with open(filename, "r") as read_file:
data = json.load(read_file)
except Exception as ex:
print("*** Error loading " + filename)
print("*** " + str(ex))
sys.exit()
#In the age of sail, ships always docked on their left side ("port"),
#therefore, the opposite side, on the right, was "star-board".
#fp = fore-port (left)
#f = fore
#fs = fore-starboard (right)
#ap = aft-port
#a = aft
#as = aft-starboard
self.class_name = data["class_name"]
self.hull_type = data["hull_type"]
self.superstructure = data["superstructure"]
self.size_length = data["size_length"]
self.size_width = data["size_width"]
self.size_height = data["size_height"]
self.weight = data["weight"]
self.crew = data["crew"]
self.total_power = data["total_power"]
self.movement_ratio = data["movement_ratio"]
self.warp_engine_type = data["warp_engine_type"]
self.warp_engine_number = data["warp_engine_number"]
self.warp_engine_power = data["warp_engine_power"]
self.warp_engine_stress_charts = data["warp_engine_stress_charts"]
self.warp_engine_maximum_speed = data["warp_engine_maximum_speed"]
self.warp_engine_emergency_speed = data["warp_engine_emergency_speed"]
self.impulse_engine_type = data["impulse_engine_type"]
self.impulse_engine_power = data["impulse_engine_power"]
self.beam_weapon_type = data["beam_weapon_type"]
self.beam_weapon_number = data["beam_weapon_number"]
self.beam_firing_arcs_fp = data["beam_firing_arcs_fp"]
self.beam_firing_arcs_f = data["beam_firing_arcs_f"]
self.beam_firing_arcs_fs = data["beam_firing_arcs_fs"]
self.beam_firing_arcs_ap = data["beam_firing_arcs_ap"]
self.beam_firing_arcs_a = data["beam_firing_arcs_a"]
self.beam_firing_arcs_as = data["beam_firing_arcs_as"]
self.beam_firing_chart = data["beam_firing_chart"]
self.beam_maximum_power = data["beam_maximum_power"]
self.beam_damage_modifier_1_min = data["beam_damage_modifier_1_min"]
self.beam_damage_modifier_1_max = data["beam_damage_modifier_1_max"]
self.beam_damage_modifier_2_min = data["beam_damage_modifier_2_min"]
self.beam_damage_modifier_2_max = data["beam_damage_modifier_2_max"]
self.beam_damage_modifier_3_min = data["beam_damage_modifier_3_min"]
self.beam_damage_modifier_3_max = data["beam_damage_modifier_3_max"]
self.missile_weapon_type = data["missile_weapon_type"]
self.missile_weapon_number = data["missile_weapon_number"]
self.missile_firing_arcs_fp = data["missile_firing_arcs_fp"]
self.missile_firing_arcs_f = data["missile_firing_arcs_f"]
self.missile_firing_arcs_fs = data["missile_firing_arcs_fs"]
self.missile_firing_arcs_ap = data["missile_firing_arcs_ap"]
self.missile_firing_arcs_a = data["missile_firing_arcs_a"]
self.missile_firing_arcs_as = data["missile_firing_arcs_as"]
self.missile_firing_chart = data["missile_firing_chart"]
self.missile_power_to_arm = data["missile_power_to_arm"]
self.missile_damage = data["missile_damage"]
self.shield_type = data["shield_type"]
self.shield_point_ratio = data["shield_point_ratio"]
self.shield_maximum_power = data["shield_maximum_power"]
self.defense_factor = data["defense_factor"]
self.weapon_damage_factor = data["weapon_damage_factor"]
self.combat_efficiency = data["combat_efficiency"]
def save(self,filename):
#save to specs file
print("Saving file: " + filename + "...")
with open(filename, "w") as write_file:
json.dump(self, write_file)
def __str__(self):
s = "class_name=" + self.class_name + "\n"
s+= "hull_type=" + self.hull_type + "\n"
return s
#
# Ship class
#
class Ship(object):
def __init__(self):
#super(Ship,self).__init__()
self.dir = 0
self.scale = 0.25
self.image_top=None
self.rect=None
self.gui=None
#this stores the 6 pre-rotated 'hex' images
self.rotimglist = []
self.specs = Specs()
"""
These properties could have been put into MyLibrary.Sprite, but I opted
instead to make this class more self contained since it has already veered
away from being strictly about the ship 'Sprite'. Instead, think of this
class as a 'game miniature' used on the hex map combined with the player's
ship 'data sheet'.
"""
#x property from topleft
def _getx(self): return self.rect.x
def _setx(self,value): self.rect.x = value
x = property(_getx,_setx)
#y property from topleft
def _gety(self): return self.rect.y
def _sety(self,value): self.rect.y = value
y = property(_gety,_sety)
#position property returns the topleft
def _getpos(self): return self.rect.topleft
def _setpos(self,pos): self.rect.topleft = pos
position = property(_getpos,_setpos)
#centerx position based on center of the image rect
def _getcenterx(self): return self.rect.centerx
def _setcenterx(self,value): self.rect.centerx = value
centerx = property(_getcenterx,_setcenterx)
#centery position based on center of the image rect
def _getcentery(self): return self.rect.centery
def _setcentery(self,value): self.rect.centery = value
centery = property(_getcentery,_setcentery)
def __str__(self):
return str(self.rect)
def load_specs(self,filename):
self.specs.load(filename)
def load_top(self, filename):
self.image_top = pygame.image.load(filename).convert_alpha()
self.image_top.set_colorkey((0,0,0,255))
self.rect = self.image_top.get_rect()
#print("\nShip constructor:")
#create 6 hex-oriented rotation images
for angle in range(0,6):
#clockwise is negative
tempimg = pygame.transform.rotozoom(self.image_top, angle*-60, self.scale)
tempimg.set_colorkey((0,0,0,255))
#remove extra space around sprite pixels
minrect = tempimg.get_bounding_rect()
#pygame.draw.rect(tempimg, (255,255,255), minrect, 1)
minimg = pygame.Surface((minrect.width,minrect.height))
#grab the minimal image
minimg.blit(tempimg, minrect)
#print("Rotated Image " + str(angle) + ": " + str(tempimg.get_size()) + ", Minrect: " + str(minrect))
#add to the list
self.rotimglist.append(tempimg)
def load_side(self, filename):
#side view image used in tactical screen
self.image_side = pygame.image.load(filename).convert_alpha()
self.image_side.set_colorkey((0,0,0,255))
#draw rotated image based on hex dir (0-5, 0=up)
#position is based on the center point
def draw(self, target):
img = self.rotimglist[self.dir]
r = img.get_rect()
r.centerx = self.rect.centerx
r.centery = self.rect.centery
target.blit(img, r)
#draw the side view image based at the center point
def draw_sideview(self, target, position):
rect = self.image_side.get_rect()
rect.center = position
target.blit(self.image_side, target)
def build_details_window(self,gui):
self.gui=gui
window_pos=(500,100)
window_size=(600,800)
guiwin_ship = pygame_gui.elements.ui_window.UIWindow(
rect=pygame.Rect(window_pos,window_size),
window_display_title = self.specs.class_name + " Class " + self.specs.hull_type,
element_id="guiwin_ship",
manager=self.gui
)
"""
#ship name label
guilbl_name = pygame_gui.elements.ui_label.UILabel(
relative_rect=pygame.Rect(0,0,guiwin_ship.rect.width,20),
text="",
container=guiwin_ship,
manager=self.gui
)
"""
#ship top image rendered left
s = pygame.transform.rotozoom(self.image_top, 90, 1.0).convert_alpha()
r = s.get_rect()
w,h = r.width,r.height
guiimg_ship = pygame_gui.elements.ui_image.UIImage(
relative_rect=pygame.Rect((20,0),(w,h)),
image_surface=s,
container=guiwin_ship,
manager=self.gui
)
#ship side image
r=self.image_side.get_rect()
w,h = r.width,r.height
guiimg_ship_side = pygame_gui.elements.ui_image.UIImage(
relative_rect=pygame.Rect((10,200),(w,h)),
image_surface=self.image_side,
container=guiwin_ship,
manager=self.gui
)
#assemble specifications text display from ship data in json file
s = "Superstructure Points..............<b>" + self.specs.superstructure + "</b><br>"
s+= "Damage Chart.......................<b>" + "C" + "</b><br>"
s+= "Length/Width/Height (meters).......<b>" + \
self.specs.size_length + " / " + \
self.specs.size_width + " / " + \
self.specs.size_height + "</b><br>"
s+= "Weight (metric tons)...............<b>" + self.specs.weight + "</b><br>"
s+= "Crew...............................<b>" + self.specs.crew + "</b><br>"
s+= "Total Power Units Available........<b>" + self.specs.total_power + "</b><br>"
s+= "Movement Point Ratio...............<b>" + self.specs.movement_ratio + "</b><br>"
s+= "Warp Engine Type...................<b>" + \
self.specs.warp_engine_type + \
" (x" + self.specs.warp_engine_number + ")" + "</b><br>"
s+= " Power Units Available............<b>" + self.specs.warp_engine_power + "</b><br>"
s+= " Stress Charts....................<b>" + self.specs.warp_engine_stress_charts + "</b><br>"
s+= " Maximum Safe Cruising Speed......<b>" + "Warp " + self.specs.warp_engine_maximum_speed + "</b><br>"
s+= " Emergency Speed..................<b>" + "Warp " + self.specs.warp_engine_emergency_speed + "</b><br>"
s+= "Impulse Engine Type................<b>" + self.specs.impulse_engine_type + "</b><br>"
s+= " Power Units Available............<b>" + self.specs.impulse_engine_power + "</b><br>"
s+= "Beam Weapon Type...................<b>" + \
self.specs.beam_weapon_type + \
" (x" + self.specs.beam_weapon_number + ")" + "</b><br>"
s+= " Fore Firing Arcs.................<b>" + \
self.specs.beam_firing_arcs_fp + " / " + \
self.specs.beam_firing_arcs_f + " / " + \
self.specs.beam_firing_arcs_fs + "</b><br>"
s+= " Aft Firing Arcs..................<b>" + \
self.specs.beam_firing_arcs_ap + " / " + \
self.specs.beam_firing_arcs_a + " / " + \
self.specs.beam_firing_arcs_as + "</b><br>"
s+= " Firing Chart.....................<b>" + self.specs.beam_firing_chart + "</b><br>"
s+= " Maximum Power....................<b>" + self.specs.beam_maximum_power + "</b><br>"
s+= " Damage Modifiers" + "<br>"
s+= " +3.............................<b>" + \
self.specs.beam_damage_modifier_3_min + \
"-" + self.specs.beam_damage_modifier_3_max + "</b><br>"
s+= " +2.............................<b>" + \
self.specs.beam_damage_modifier_2_min + \
"-" + self.specs.beam_damage_modifier_2_max + "</b><br>"
s+= " +1.............................<b>" + \
self.specs.beam_damage_modifier_1_min + \
"-" + self.specs.beam_damage_modifier_1_max + "</b><br>"
s+= "Beam Weapon Type...................<b>" + "FH-5 (x8)<br>"
s+= " Fore Firing Arcs.................<b>" + "2 / 0 / 2" + "</b><br>"
s+= " Aft Firing Arcs..................<b>" + "2 / 0 / 2" + "</b><br>"
s+= " Firing Chart.....................<b>" + "R" + "</b><br>"
s+= " Maximum Power....................<b>" + "4" + "</b><br>"
s+= " Damage Modifiers" + "<br>"
s+= " +3.............................<b>" + "0-0" + "</b><br>"
s+= " +2.............................<b>" + "1-8" + "</b><br>"
s+= " +1.............................<b>" + "9-16" + "</b><br>"
s+= "Missile Weapon Type................<b>" + \
self.specs.missile_weapon_type + \
" (x" + self.specs.missile_weapon_number + ")" + "</b><br>"
s+= " Fore Firing Arcs.................<b>" + \
self.specs.missile_firing_arcs_fp + " / " + \
self.specs.missile_firing_arcs_f + " / " + \
self.specs.missile_firing_arcs_fs + "</b><br>"
s+= " Aft Firing Arcs..................<b>" + \
self.specs.missile_firing_arcs_ap + " / " + \
self.specs.missile_firing_arcs_a + " / " + \
self.specs.missile_firing_arcs_as + "</b><br>"
s+= " Firing Chart.....................<b>" + self.specs.missile_firing_chart + "</b><br>"
s+= " Power To Arm.....................<b>" + self.specs.missile_power_to_arm + "</b><br>"
s+= " Damage...........................<b>" + self.specs.missile_damage + "</b><br>"
s+= "Deflector Shield Type..............<b>" + self.specs.shield_type + "</b><br>"
s+= " Shield Point Ratio...............<b>" + self.specs.shield_point_ratio + "</b><br>"
s+= " Maximum Shield Power.............<b>" + self.specs.shield_maximum_power + "</b><br>"
s+= "Defense Factor.....................<b>" + self.specs.defense_factor + "</b><br>"
s+= "Weapon Damage Factor...............<b>" + self.specs.weapon_damage_factor + "</b><br>"
s+= "Combat Efficiency..................<b>" + self.specs.combat_efficiency + "</b><br>"
r = guiwin_ship.rect
guitxt_ship = pygame_gui.elements.ui_text_box.UITextBox(
relative_rect=pygame.Rect(10,300,r.width-50,400),
html_text="",
container=guiwin_ship,
manager=gui
)
guitxt_ship.html_text = s
guitxt_ship.rebuild()