Source code for diplomacy.engine.renderer

# ==============================================================================
# Copyright (C) 2019 - Philip Paquette
#
#  This program is free software: you can redistribute it and/or modify it under
#  the terms of the GNU Affero General Public License as published by the Free
#  Software Foundation, either version 3 of the License, or (at your option) any
#  later version.
#
#  This program is distributed in the hope that it will be useful, but WITHOUT
#  ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
#  FOR A PARTICULAR PURPOSE.  See the GNU Affero General Public License for more
#  details.
#
#  You should have received a copy of the GNU Affero General Public License along
#  with this program.  If not, see <https://www.gnu.org/licenses/>.
# ==============================================================================
# -*- coding: utf-8 -*-
""" Renderer

    - Contains the renderer object which is responsible for rendering a game state to svg
"""
import os
from xml.dom import minidom
from typing import Tuple
from diplomacy import settings
from diplomacy.utils.equilateral_triangle import EquilateralTriangle

# Constants
LAYER_ORDER = 'OrderLayer'
LAYER_UNIT = 'UnitLayer'
LAYER_DISL = 'DislodgedUnitLayer'
ARMY = 'Army'
FLEET = 'Fleet'

def _attr(node_element, attr_name):
    """ Shorthand method to retrieve an XML attribute """
    return node_element.attributes[attr_name].value

[docs]class Renderer: """ Renderer object responsible for rendering a game state to svg """
[docs] def __init__(self, game, svg_path=None): """ Constructor :param game: The instantiated game object to render :param svg_path: Optional. Can be set to the full path of a custom SVG to use for rendering the map. :type game: diplomacy.Game :type svg_path: str, optional """ self.game = game self.metadata = {} self.xml_map = None # If no SVG path provided, we default to the one in the maps folder if not svg_path: for file_name in [self.game.map.name + '.svg', self.game.map.root_map + '.svg']: svg_path = os.path.join(settings.PACKAGE_DIR, 'maps', 'svg', file_name) if os.path.exists(svg_path): break # Loading XML if os.path.exists(svg_path): self.xml_map = minidom.parse(svg_path).toxml() self._load_metadata()
[docs] def render(self, incl_orders=True, incl_abbrev=False, output_format='svg', output_path=None): """ Renders the current game and returns the XML representation :param incl_orders: Optional. Flag to indicate we also want to render orders. :param incl_abbrev: Optional. Flag to indicate we also want to display the provinces abbreviations. :param output_format: The desired output format. Valid values are: 'svg' :param output_path: Optional. The full path where to save the rendering on disk. :type incl_orders: bool, optional :type incl_abbrev: bool, optional :type output_format: str, optional :type output_path: str | None, optional :return: The rendered image in the specified format. """ # pylint: disable=too-many-branches if output_format not in ['svg']: raise ValueError('Only "svg" format is current supported.') if not self.game or not self.game.map or not self.xml_map: return None # Parsing XML xml_map = minidom.parseString(self.xml_map) # Setting phase and note nb_centers = [(power.name[:3], len(power.centers)) for power in self.game.powers.values() if not power.is_eliminated()] nb_centers = sorted(nb_centers, key=lambda key: key[1], reverse=True) nb_centers_per_power = ' '.join(['{}: {}'.format(name, centers) for name, centers in nb_centers]) xml_map = self._set_current_phase(xml_map, self.game.get_current_phase()) xml_map = self._set_note(xml_map, nb_centers_per_power, self.game.note) # Adding units and influence for power in self.game.powers.values(): for unit in power.units: xml_map = self._add_unit(xml_map, unit, power.name, is_dislodged=False) for unit in power.retreats: xml_map = self._add_unit(xml_map, unit, power.name, is_dislodged=True) for center in power.centers: xml_map = self._set_influence(xml_map, center, power.name, has_supply_center=True) for loc in power.influence: xml_map = self._set_influence(xml_map, loc, power.name, has_supply_center=False) # Orders if incl_orders: # Regular orders (Normalized) # A PAR H # A PAR - BUR [VIA] # A PAR S BUR # A PAR S F BRE - PIC # F BRE C A PAR - LON for order_key in power.orders: # No_check order (Order, Invalid, Reorder) # Otherwise regular order (unit is key, order without unit is value) if order_key[0] in 'RIO': order = power.orders[order_key] else: order = '{} {}'.format(order_key, power.orders[order_key]) # Normalizing and splitting in tokens tokens = self._norm_order(order) unit_loc = tokens[1] # Parsing based on order type if not tokens or len(tokens) < 3: continue elif tokens[2] == 'H': xml_map = self._issue_hold_order(xml_map, unit_loc, power.name) elif tokens[2] == '-': dest_loc = tokens[-1] if tokens[-1] != 'VIA' else tokens[-2] xml_map = self._issue_move_order(xml_map, unit_loc, dest_loc, power.name) elif tokens[2] == 'S': dest_loc = tokens[-1] if '-' in tokens: src_loc = tokens[4] if tokens[3] == 'A' or tokens[3] == 'F' else tokens[3] xml_map = self._issue_support_move_order(xml_map, unit_loc, src_loc, dest_loc, power.name) else: xml_map = self._issue_support_hold_order(xml_map, unit_loc, dest_loc, power.name) elif tokens[2] == 'C': src_loc = tokens[4] if tokens[3] == 'A' or tokens[3] == 'F' else tokens[3] dest_loc = tokens[-1] if src_loc != dest_loc and '-' in tokens: xml_map = self._issue_convoy_order(xml_map, unit_loc, src_loc, dest_loc, power.name) else: raise RuntimeError('Unknown order: {}'.format(' '.join(tokens))) # Adjustment orders # VOID xxx # A PAR B # A PAR D # A PAR R BUR # WAIVE for order in power.adjust: tokens = order.split() if not tokens or tokens[0] == 'VOID' or tokens[-1] == 'WAIVE': continue elif tokens[-1] == 'B': if len(tokens) < 3: continue xml_map = self._issue_build_order(xml_map, tokens[0], tokens[1], power.name) elif tokens[-1] == 'D': xml_map = self._issue_disband_order(xml_map, tokens[1]) elif tokens[-2] == 'R': src_loc = tokens[1] if tokens[0] == 'A' or tokens[0] == 'F' else tokens[0] dest_loc = tokens[-1] xml_map = self._issue_move_order(xml_map, src_loc, dest_loc, power.name) else: raise RuntimeError('Unknown order: {}'.format(order)) # Removing abbrev and mouse layer svg_node = xml_map.getElementsByTagName('svg')[0] for child_node in svg_node.childNodes: if child_node.nodeName != 'g': continue if _attr(child_node, 'id') == 'BriefLabelLayer' and not incl_abbrev: svg_node.removeChild(child_node) elif _attr(child_node, 'id') == 'MouseLayer': svg_node.removeChild(child_node) # Rendering rendered_image = xml_map.toxml() # Saving to disk if output_path: with open(output_path, 'w') as output_file: output_file.write(rendered_image) # Returning return rendered_image
def _load_metadata(self): """ Loads meta-data embedded in the XML map and clears unused nodes """ if not self.xml_map: return xml_map = minidom.parseString(self.xml_map) # Data self.metadata = { 'color': {}, 'symbol_size': {}, 'orders': {}, 'coord': {} } # Order drawings for order_drawing in xml_map.getElementsByTagName('jdipNS:ORDERDRAWING'): for child_node in order_drawing.childNodes: # Power Colors if child_node.nodeName == 'jdipNS:POWERCOLORS': for power_color in child_node.childNodes: if power_color.nodeName == 'jdipNS:POWERCOLOR': self.metadata['color'][_attr(power_color, 'power').upper()] = _attr(power_color, 'color') # Symbol size elif child_node.nodeName == 'jdipNS:SYMBOLSIZE': self.metadata['symbol_size'][_attr(child_node, 'name')] = (_attr(child_node, 'height'), _attr(child_node, 'width')) # Object coordinates for province_data in xml_map.getElementsByTagName('jdipNS:PROVINCE_DATA'): for child_node in province_data.childNodes: # Province if child_node.nodeName == 'jdipNS:PROVINCE': province = _attr(child_node, 'name').upper().replace('-', '/') self.metadata['coord'][province] = {} for coord_node in child_node.childNodes: if coord_node.nodeName == 'jdipNS:UNIT': self.metadata['coord'][province]['unit'] = (_attr(coord_node, 'x'), _attr(coord_node, 'y')) elif coord_node.nodeName == 'jdipNS:DISLODGED_UNIT': self.metadata['coord'][province]['disl'] = (_attr(coord_node, 'x'), _attr(coord_node, 'y')) # Deleting svg_node = xml_map.getElementsByTagName('svg')[0] svg_node.removeChild(xml_map.getElementsByTagName('jdipNS:DISPLAY')[0]) svg_node.removeChild(xml_map.getElementsByTagName('jdipNS:ORDERDRAWING')[0]) svg_node.removeChild(xml_map.getElementsByTagName('jdipNS:PROVINCE_DATA')[0]) self.xml_map = xml_map.toxml() def _norm_order(self, order): """ Normalizes the order format and split it into tokens This is only used for **movement** orders (to make sure NO_CHECK games used the correct format) Formats: :: A PAR H A PAR - BUR [VIA] A PAR S BUR A PAR S F BRE - PIC F BRE C A PAR - LON :param order: The unformatted order (e.g. 'Paris - Burgundy') :return: The tokens of the formatted order (e.g. ['A', 'PAR', '-', 'BUR']) """ return self.game._add_unit_types(self.game._expand_order(order.split())) # pylint: disable=protected-access def _add_unit(self, xml_map, unit, power_name, is_dislodged): """ Adds a unit to the map :param xml_map: The xml map being generated :param unit: The unit to add (e.g. 'A PAR') :param power_name: The name of the power owning the unit (e.g. 'FRANCE') :param is_dislodged: Boolean. Indicates if the unit is dislodged :return: Nothing """ unit_type, loc = unit.split() symbol = FLEET if unit_type == 'F' else ARMY loc_x = self.metadata['coord'][loc][('unit', 'disl')[is_dislodged]][0] loc_y = self.metadata['coord'][loc][('unit', 'disl')[is_dislodged]][1] node = xml_map.createElement('use') node.setAttribute('id', '%sunit_%s' % ('dislodged_' if is_dislodged else '', loc)) node.setAttribute('x', loc_x) node.setAttribute('y', loc_y) node.setAttribute('height', self.metadata['symbol_size'][symbol][0]) node.setAttribute('width', self.metadata['symbol_size'][symbol][1]) node.setAttribute('xlink:href', '#{}{}'.format(('', 'Dislodged')[is_dislodged], symbol)) node.setAttribute('class', 'unit{}'.format(power_name.lower())) # Inserting for child_node in xml_map.getElementsByTagName('svg')[0].childNodes: if child_node.nodeName == 'g' \ and _attr(child_node, 'id') == ['UnitLayer', 'DislodgedUnitLayer'][is_dislodged]: child_node.appendChild(node) break return xml_map def _set_influence(self, xml_map, loc, power_name, has_supply_center=False): """ Sets the influence on the map :param xml_map: The xml map being generated :param loc: The province being influenced (e.g. 'PAR') :param power_name: The name of the power influencing the province :param has_supply_center: Boolean flag to acknowledge we are modifying a loc with a SC :return: Nothing """ loc = loc.upper()[:3] if loc in self.game.map.scs and not has_supply_center: return xml_map if self.game.map.area_type(loc) == 'WATER': return xml_map class_name = power_name.lower() if power_name else 'nopower' # Inserting map_layer = None for child_node in xml_map.getElementsByTagName('svg')[0].childNodes: if child_node.nodeName == 'g' and _attr(child_node, 'id') == 'MapLayer': map_layer = child_node break if map_layer: for map_node in map_layer.childNodes: if (map_node.nodeName in ('g', 'path', 'polygon') and map_node.getAttribute('id') == '_{}'.format(loc.lower())): # Province is a polygon - Setting influence directly if map_node.nodeName in ('path', 'polygon'): map_node.setAttribute('class', class_name) return xml_map # Otherwise, map node is a 'g' node. node_edited = False for sub_node in map_node.childNodes: if sub_node.nodeName in ('path', 'polygon') and sub_node.getAttribute('class') != 'water': node_edited = True sub_node.setAttribute('class', class_name) if node_edited: return xml_map # Returning return xml_map @staticmethod def _set_current_phase(xml_map, current_phase): """ Sets the phase text at the bottom right of the the map :param xml_map: The xml map being generated :param current_phase: The current phase (e.g. 'S1901M) :return: Nothing """ current_phase = 'FINAL' if current_phase[0] == '?' or current_phase == 'COMPLETED' else current_phase for child_node in xml_map.getElementsByTagName('svg')[0].childNodes: if child_node.nodeName == 'text' and _attr(child_node, 'id') == 'CurrentPhase': child_node.childNodes[0].nodeValue = current_phase return xml_map return xml_map @staticmethod def _set_note(xml_map, note_1, note_2): """ Sets a note at the top left of the map :param xml_map: The xml map being generated :param note_1: The text to display on the first line :param note_2: The text to display on the second line :return: Nothing """ note_1 = note_1 or ' ' note_2 = note_2 or ' ' for child_node in xml_map.getElementsByTagName('svg')[0].childNodes: if child_node.nodeName == 'text' and _attr(child_node, 'id') == 'CurrentNote': child_node.childNodes[0].nodeValue = note_1 if child_node.nodeName == 'text' and _attr(child_node, 'id') == 'CurrentNote2': child_node.childNodes[0].nodeValue = note_2 return xml_map def _issue_hold_order(self, xml_map, loc, power_name): """ Adds a hold order to the map :param xml_map: The xml map being generated :param loc: The province where the unit is holding (e.g. 'PAR') :param power_name: The name of the power owning the unit :return: Nothing """ # Symbols symbol = 'HoldUnit' loc_x, loc_y = self._center_symbol_around_unit(loc, False, symbol) # Creating nodes g_node = xml_map.createElement('g') g_node.setAttribute('stroke', self.metadata['color'][power_name]) symbol_node = xml_map.createElement('use') symbol_node.setAttribute('x', loc_x) symbol_node.setAttribute('y', loc_y) symbol_node.setAttribute('height', self.metadata['symbol_size'][symbol][0]) symbol_node.setAttribute('width', self.metadata['symbol_size'][symbol][1]) symbol_node.setAttribute('xlink:href', '#{}'.format(symbol)) # Inserting g_node.appendChild(symbol_node) for child_node in xml_map.getElementsByTagName('svg')[0].childNodes: if child_node.nodeName == 'g' and _attr(child_node, 'id') == 'OrderLayer': for layer_node in child_node.childNodes: if layer_node.nodeName == 'g' and _attr(layer_node, 'id') == 'Layer1': layer_node.appendChild(g_node) return xml_map # Returning return xml_map def _issue_support_hold_order(self, xml_map, loc, dest_loc, power_name): """ Issues a support hold order :param xml_map: The xml map being generated :param loc: The location of the unit sending support (e.g. 'BER') :param dest_loc: The location where the unit is holding from (e.g. 'PAR') :param power_name: The power name issuing the move order :return: Nothing """ # Symbols symbol = 'SupportHoldUnit' symbol_loc_x, symbol_loc_y = self._center_symbol_around_unit(dest_loc, False, symbol) symbol_node = xml_map.createElement('use') symbol_node.setAttribute('x', symbol_loc_x) symbol_node.setAttribute('y', symbol_loc_y) symbol_node.setAttribute('height', self.metadata['symbol_size'][symbol][0]) symbol_node.setAttribute('width', self.metadata['symbol_size'][symbol][1]) symbol_node.setAttribute('xlink:href', '#{}'.format(symbol)) loc_x, loc_y = self._get_unit_center(loc, False) dest_loc_x, dest_loc_y = self._get_unit_center(dest_loc, False) # Adjusting destination delta_x = dest_loc_x - loc_x delta_y = dest_loc_y - loc_y vector_length = (delta_x ** 2 + delta_y ** 2) ** 0.5 delta_dec = float(self.metadata['symbol_size'][symbol][1]) / 2 dest_loc_x = round(loc_x + (vector_length - delta_dec) / vector_length * delta_x, 2) dest_loc_y = round(loc_y + (vector_length - delta_dec) / vector_length * delta_y, 2) # Creating nodes g_node = xml_map.createElement('g') g_node.setAttribute('stroke', self.metadata['color'][power_name]) shadow_line = xml_map.createElement('line') shadow_line.setAttribute('x1', str(loc_x)) shadow_line.setAttribute('y1', str(loc_y)) shadow_line.setAttribute('x2', str(dest_loc_x)) shadow_line.setAttribute('y2', str(dest_loc_y)) shadow_line.setAttribute('class', 'shadowdash') support_line = xml_map.createElement('line') support_line.setAttribute('x1', str(loc_x)) support_line.setAttribute('y1', str(loc_y)) support_line.setAttribute('x2', str(dest_loc_x)) support_line.setAttribute('y2', str(dest_loc_y)) support_line.setAttribute('class', 'supportorder') # Inserting g_node.appendChild(shadow_line) g_node.appendChild(support_line) g_node.appendChild(symbol_node) for child_node in xml_map.getElementsByTagName('svg')[0].childNodes: if child_node.nodeName == 'g' and _attr(child_node, 'id') == 'OrderLayer': for layer_node in child_node.childNodes: if layer_node.nodeName == 'g' and _attr(layer_node, 'id') == 'Layer2': layer_node.appendChild(g_node) return xml_map # Returning return xml_map def _issue_move_order(self, xml_map, src_loc, dest_loc, power_name): """ Issues a move order :param xml_map: The xml map being generated :param src_loc: The location where the unit is moving from (e.g. 'PAR') :param dest_loc: The location where the unit is moving to (e.g. 'MAR') :param power_name: The power name issuing the move order :return: Nothing """ is_dislodged = self.game.get_current_phase()[-1] == 'R' src_loc_x, src_loc_y = self._get_unit_center(src_loc, is_dislodged) dest_loc_x, dest_loc_y = self._get_unit_center(dest_loc, is_dislodged) # Adjusting destination delta_x = dest_loc_x - src_loc_x delta_y = dest_loc_y - src_loc_y vector_length = (delta_x ** 2 + delta_y ** 2) ** 0.5 delta_dec = float(self.metadata['symbol_size'][ARMY][1]) / 2 + 2 * self._colored_stroke_width() dest_loc_x = str(round(src_loc_x + (vector_length - delta_dec) / vector_length * delta_x, 2)) dest_loc_y = str(round(src_loc_y + (vector_length - delta_dec) / vector_length * delta_y, 2)) src_loc_x = str(src_loc_x) src_loc_y = str(src_loc_y) dest_loc_x = str(dest_loc_x) dest_loc_y = str(dest_loc_y) # Creating nodes g_node = xml_map.createElement('g') line_with_shadow = xml_map.createElement('line') line_with_shadow.setAttribute('x1', src_loc_x) line_with_shadow.setAttribute('y1', src_loc_y) line_with_shadow.setAttribute('x2', dest_loc_x) line_with_shadow.setAttribute('y2', dest_loc_y) line_with_shadow.setAttribute('class', 'varwidthshadow') line_with_shadow.setAttribute('stroke-width', str(self._plain_stroke_width())) line_with_arrow = xml_map.createElement('line') line_with_arrow.setAttribute('x1', src_loc_x) line_with_arrow.setAttribute('y1', src_loc_y) line_with_arrow.setAttribute('x2', dest_loc_x) line_with_arrow.setAttribute('y2', dest_loc_y) line_with_arrow.setAttribute('class', 'varwidthorder') line_with_arrow.setAttribute('stroke', self.metadata['color'][power_name]) line_with_arrow.setAttribute('stroke-width', str(self._colored_stroke_width())) line_with_arrow.setAttribute('marker-end', 'url(#arrow)') # Inserting g_node.appendChild(line_with_shadow) g_node.appendChild(line_with_arrow) for child_node in xml_map.getElementsByTagName('svg')[0].childNodes: if child_node.nodeName == 'g' and _attr(child_node, 'id') == 'OrderLayer': for layer_node in child_node.childNodes: if layer_node.nodeName == 'g' and _attr(layer_node, 'id') == 'Layer1': layer_node.appendChild(g_node) return xml_map # Returning return xml_map def _issue_support_move_order(self, xml_map, loc, src_loc, dest_loc, power_name): """ Issues a support move order :param xml_map: The xml map being generated :param loc: The location of the unit sending support (e.g. 'BER') :param src_loc: The location where the unit is moving from (e.g. 'PAR') :param dest_loc: The location where the unit is moving to (e.g. 'MAR') :param power_name: The power name issuing the move order :return: Nothing """ loc_x, loc_y = self._get_unit_center(loc, False) src_loc_x, src_loc_y = self._get_unit_center(src_loc, False) dest_loc_x, dest_loc_y = self._get_unit_center(dest_loc, False) # Adjusting destination delta_x = dest_loc_x - src_loc_x delta_y = dest_loc_y - src_loc_y vector_length = (delta_x ** 2 + delta_y ** 2) ** 0.5 delta_dec = float(self.metadata['symbol_size'][ARMY][1]) / 2 + 2 * self._colored_stroke_width() dest_loc_x = str(round(src_loc_x + (vector_length - delta_dec) / vector_length * delta_x, 2)) dest_loc_y = str(round(src_loc_y + (vector_length - delta_dec) / vector_length * delta_y, 2)) # Creating nodes g_node = xml_map.createElement('g') path_with_shadow = xml_map.createElement('path') path_with_shadow.setAttribute('class', 'shadowdash') path_with_shadow.setAttribute('d', 'M {x},{y} C {src_x},{src_y} {src_x},{src_y} {dest_x},{dest_y}' .format(x=loc_x, y=loc_y, src_x=src_loc_x, src_y=src_loc_y, dest_x=dest_loc_x, dest_y=dest_loc_y)) path_with_arrow = xml_map.createElement('path') path_with_arrow.setAttribute('class', 'supportorder') path_with_arrow.setAttribute('stroke', self.metadata['color'][power_name]) path_with_arrow.setAttribute('marker-end', 'url(#arrow)') path_with_arrow.setAttribute('d', 'M {x},{y} C {src_x},{src_y} {src_x},{src_y} {dest_x},{dest_y}' .format(x=loc_x, y=loc_y, src_x=src_loc_x, src_y=src_loc_y, dest_x=dest_loc_x, dest_y=dest_loc_y)) # Inserting g_node.appendChild(path_with_shadow) g_node.appendChild(path_with_arrow) for child_node in xml_map.getElementsByTagName('svg')[0].childNodes: if child_node.nodeName == 'g' and _attr(child_node, 'id') == 'OrderLayer': for layer_node in child_node.childNodes: if layer_node.nodeName == 'g' and _attr(layer_node, 'id') == 'Layer2': layer_node.appendChild(g_node) return xml_map # Returning return xml_map def _issue_convoy_order(self, xml_map, loc, src_loc, dest_loc, power_name): """ Issues a convoy order :param xml_map: The xml map being generated :param loc: The location of the unit convoying (e.g. 'BER') :param src_loc: The location where the unit being convoyed is moving from (e.g. 'PAR') :param dest_loc: The location where the unit being convoyed is moving to (e.g. 'MAR') :param power_name: The power name issuing the convoy order :return: Nothing """ symbol = 'ConvoyTriangle' symbol_loc_x, symbol_loc_y = self._center_symbol_around_unit(src_loc, False, symbol) symbol_height = float(self.metadata['symbol_size'][symbol][0]) symbol_width = float(self.metadata['symbol_size'][symbol][1]) triangle = EquilateralTriangle(x_top=float(symbol_loc_x) + symbol_width / 2, y_top=float(symbol_loc_y), x_right=float(symbol_loc_x) + symbol_width, y_right=float(symbol_loc_y) + symbol_height, x_left=float(symbol_loc_x), y_left=float(symbol_loc_y) + symbol_height) symbol_loc_y = str(float(symbol_loc_y) - float(self.metadata['symbol_size'][symbol][0]) / 6) loc_x, loc_y = self._get_unit_center(loc, False) src_loc_x, src_loc_y = self._get_unit_center(src_loc, False) dest_loc_x, dest_loc_y = self._get_unit_center(dest_loc, False) # Adjusting starting arrow (from convoy to start location) # This is to avoid the end of the arrow conflicting with the convoy triangle src_loc_x_1, src_loc_y_1 = triangle.intersection(loc_x, loc_y) src_loc_x_1 = str(src_loc_x_1) src_loc_y_1 = str(src_loc_y_1) # Adjusting destination arrow (from start location to destination location) # This is to avoid the start of the arrow conflicting with the convoy triangle src_loc_x_2, src_loc_y_2 = triangle.intersection(dest_loc_x, dest_loc_y) src_loc_x_2 = str(src_loc_x_2) src_loc_y_2 = str(src_loc_y_2) # Adjusting destination arrow (from start location to destination location) # This is to avoid the start of the arrow conflicting with the convoy triangle dest_delta_x = dest_loc_x - src_loc_x dest_delta_y = dest_loc_y - src_loc_y dest_vector_length = (dest_delta_x ** 2 + dest_delta_y ** 2) ** 0.5 delta_dec = float(self.metadata['symbol_size'][ARMY][1]) / 2 + 2 * self._colored_stroke_width() dest_loc_x = str(round(src_loc_x + (dest_vector_length - delta_dec) / dest_vector_length * dest_delta_x, 2)) dest_loc_y = str(round(src_loc_y + (dest_vector_length - delta_dec) / dest_vector_length * dest_delta_y, 2)) loc_x = str(loc_x) loc_y = str(loc_y) # Generating convoy triangle node symbol_node = xml_map.createElement('use') symbol_node.setAttribute('x', symbol_loc_x) symbol_node.setAttribute('y', symbol_loc_y) symbol_node.setAttribute('height', self.metadata['symbol_size'][symbol][0]) symbol_node.setAttribute('width', self.metadata['symbol_size'][symbol][1]) symbol_node.setAttribute('xlink:href', '#{}'.format(symbol)) # Creating nodes g_node = xml_map.createElement('g') g_node.setAttribute('stroke', self.metadata['color'][power_name]) src_shadow_line = xml_map.createElement('line') src_shadow_line.setAttribute('x1', loc_x) src_shadow_line.setAttribute('y1', loc_y) src_shadow_line.setAttribute('x2', src_loc_x_1) src_shadow_line.setAttribute('y2', src_loc_y_1) src_shadow_line.setAttribute('class', 'shadowdash') src_convoy_line = xml_map.createElement('line') src_convoy_line.setAttribute('x1', loc_x) src_convoy_line.setAttribute('y1', loc_y) src_convoy_line.setAttribute('x2', src_loc_x_1) src_convoy_line.setAttribute('y2', src_loc_y_1) src_convoy_line.setAttribute('class', 'convoyorder') dest_shadow_line = xml_map.createElement('line') dest_shadow_line.setAttribute('x1', src_loc_x_2) dest_shadow_line.setAttribute('y1', src_loc_y_2) dest_shadow_line.setAttribute('x2', dest_loc_x) dest_shadow_line.setAttribute('y2', dest_loc_y) dest_shadow_line.setAttribute('class', 'shadowdash') dest_convoy_line = xml_map.createElement('line') dest_convoy_line.setAttribute('x1', src_loc_x_2) dest_convoy_line.setAttribute('y1', src_loc_y_2) dest_convoy_line.setAttribute('x2', dest_loc_x) dest_convoy_line.setAttribute('y2', dest_loc_y) dest_convoy_line.setAttribute('class', 'convoyorder') dest_convoy_line.setAttribute('marker-end', 'url(#arrow)') # Inserting g_node.appendChild(src_shadow_line) g_node.appendChild(dest_shadow_line) g_node.appendChild(src_convoy_line) g_node.appendChild(dest_convoy_line) g_node.appendChild(symbol_node) for child_node in xml_map.getElementsByTagName('svg')[0].childNodes: if child_node.nodeName == 'g' and _attr(child_node, 'id') == 'OrderLayer': for layer_node in child_node.childNodes: if layer_node.nodeName == 'g' and _attr(layer_node, 'id') == 'Layer2': layer_node.appendChild(g_node) return xml_map # Returning return xml_map def _issue_build_order(self, xml_map, unit_type, loc, power_name): """ Adds a build army/fleet order to the map :param xml_map: The xml map being generated :param unit_type: The unit type to build ('A' or 'F') :param loc: The province where the army is to be built (e.g. 'PAR') :param power_name: The name of the power building the unit :return: Nothing """ # Symbols symbol = ARMY if unit_type == 'A' else FLEET build_symbol = 'BuildUnit' loc_x = self.metadata['coord'][loc]['unit'][0] loc_y = self.metadata['coord'][loc]['unit'][1] build_loc_x, build_loc_y = self._center_symbol_around_unit(loc, False, build_symbol) # Creating nodes g_node = xml_map.createElement('g') symbol_node = xml_map.createElement('use') symbol_node.setAttribute('x', loc_x) symbol_node.setAttribute('y', loc_y) symbol_node.setAttribute('height', self.metadata['symbol_size'][symbol][0]) symbol_node.setAttribute('width', self.metadata['symbol_size'][symbol][1]) symbol_node.setAttribute('xlink:href', '#{}'.format(symbol)) symbol_node.setAttribute('class', 'unit{}'.format(power_name.lower())) build_node = xml_map.createElement('use') build_node.setAttribute('x', build_loc_x) build_node.setAttribute('y', build_loc_y) build_node.setAttribute('height', self.metadata['symbol_size'][build_symbol][0]) build_node.setAttribute('width', self.metadata['symbol_size'][build_symbol][1]) build_node.setAttribute('xlink:href', '#{}'.format(build_symbol)) # Inserting g_node.appendChild(build_node) g_node.appendChild(symbol_node) for child_node in xml_map.getElementsByTagName('svg')[0].childNodes: if child_node.nodeName == 'g' and _attr(child_node, 'id') == 'HighestOrderLayer': child_node.appendChild(g_node) return xml_map # Returning return xml_map def _issue_disband_order(self, xml_map, loc): """ Adds a disband order to the map :param xml_map: The xml map being generated :param loc: The province where the unit is disbanded (e.g. 'PAR') :return: Nothing """ # Symbols symbol = 'RemoveUnit' loc_x, loc_y = self._center_symbol_around_unit(loc, self.game.get_current_phase()[-1] == 'R', symbol) # Creating nodes g_node = xml_map.createElement('g') symbol_node = xml_map.createElement('use') symbol_node.setAttribute('x', loc_x) symbol_node.setAttribute('y', loc_y) symbol_node.setAttribute('height', self.metadata['symbol_size'][symbol][0]) symbol_node.setAttribute('width', self.metadata['symbol_size'][symbol][1]) symbol_node.setAttribute('xlink:href', '#{}'.format(symbol)) # Inserting g_node.appendChild(symbol_node) for child_node in xml_map.getElementsByTagName('svg')[0].childNodes: if child_node.nodeName == 'g' and _attr(child_node, 'id') == 'HighestOrderLayer': child_node.appendChild(g_node) return xml_map # Returning return xml_map def _center_symbol_around_unit(self, loc, is_dislodged, symbol): # type: (str, bool, str) -> Tuple[str, str] """ Compute top-left coordinates of a symbol to be centered around a unit. :param loc: unit location (e.g. 'PAR') :param is_dislodged: boolean to tell if unit is dislodged :param symbol: symbol identifier (e.g. 'HoldUnit') :return: a couple of coordinates (x, y) as string values """ key = 'disl' if is_dislodged else 'unit' unit_x, unit_y = self.metadata['coord'][loc][key] unit_height, unit_width = self.metadata['symbol_size'][ARMY] symbol_height, symbol_width = self.metadata['symbol_size'][symbol] return ( str(float(unit_x) + float(unit_width) / 2 - float(symbol_width) / 2), str(float(unit_y) + float(unit_height) / 2 - float(symbol_height) / 2) ) def _get_unit_center(self, loc, is_dislodged): # type: (str, bool) -> Tuple[float, float] """ Compute coordinates of unit center. :param loc: unit location :param is_dislodged: boolean to tell if unit is dislodged :return: a couple of coordinates (x, y) as floating values """ unit_x, unit_y = self.metadata['coord'][loc]['disl' if is_dislodged else 'unit'] unit_height, unit_width = self.metadata['symbol_size'][ARMY] return ( float(unit_x) + float(unit_width) / 2, float(unit_y) + float(unit_height) / 2 ) def _plain_stroke_width(self): # type: () -> float """ Return generic stroke width for plain lines. :return: stroke width as floating value. """ return float(self.metadata['symbol_size']['Stroke'][0]) def _colored_stroke_width(self): # type: () -> float """ Return generic stroke width for colored or textured lines. :return: stroke width as floating value. """ return float(self.metadata['symbol_size']['Stroke'][1])