mirror of
https://github.com/csd4ni3l/chaos-protocol.git
synced 2026-01-01 04:23:43 +01:00
515 lines
18 KiB
Python
515 lines
18 KiB
Python
from utils.constants import (
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DO_RULES,
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IF_RULES,
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LOGICAL_OPERATORS,
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NON_COMPATIBLE_WHEN,
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NON_COMPATIBLE_DO_WHEN,
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VAR_NAMES,
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VAR_DEFAULT,
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VAR_OPTIONS,
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dropdown_style,
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slider_style,
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button_style,
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)
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from utils.preload import button_texture, button_hovered_texture, trash_bin
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from collections import deque, defaultdict
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import arcade, arcade.gui, random
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IF_KEYS = tuple(IF_RULES.keys())
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DO_KEYS = tuple(DO_RULES.keys())
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BAD_WHEN = {tuple(sorted(pair)) for pair in NON_COMPATIBLE_WHEN}
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BAD_DO_WHEN = {tuple(pair) for pair in NON_COMPATIBLE_DO_WHEN}
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def generate_rule(rule_type):
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if rule_type == "if":
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return random.choice(IF_KEYS)
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elif rule_type == "do":
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return random.choice(DO_KEYS)
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else:
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return random.choice(LOGICAL_OPERATORS)
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def per_widget_height(height, widget_count):
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return height // widget_count
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def cubic_bezier_point(p0, p1, p2, p3, t):
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u = 1 - t
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x = (u ** 3) * p0[0] + 3 * (u ** 2) * t * p1[0] + 3 * u * (t ** 2) * p2[0] + (t ** 3) * p3[0]
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y = (u ** 3) * p0[1] + 3 * (u ** 2) * t * p1[1] + 3 * u * (t ** 2) * p2[1] + (t ** 3) * p3[1]
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return x, y
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def cubic_bezier_points(p0, p1, p2, p3, segments=40):
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return [cubic_bezier_point(p0, p1, p2, p3, i / segments) for i in range(segments + 1)]
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def connection_between(p0, p3, start_dir_y, end_dir_y):
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offset = max(abs(p3[1] - p0[1]) * 0.5, 20)
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c1 = (p0[0], p0[1] + start_dir_y * offset)
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c2 = (p3[0], p3[1] + end_dir_y * offset)
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return cubic_bezier_points(p0, c1, c2, p3, segments=100)
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def connected_component(edges, start):
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graph = defaultdict(set)
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for u, v in edges:
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graph[u].add(v)
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graph[v].add(u)
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seen = set([start])
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queue = deque([start])
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while queue:
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node = queue.popleft()
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for neighbor in graph[node]:
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if neighbor not in seen:
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seen.add(neighbor)
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queue.append(neighbor)
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return list(seen)
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def get_rule_defaults(rule_type):
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if rule_type == "if":
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return {
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rule_key: (
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rule_dict["description"].format_map(
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{
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VAR_NAMES[n]: VAR_NAMES[n]
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for n, variable in enumerate(rule_dict["user_vars"])
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}
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),
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{
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VAR_NAMES[n]: VAR_DEFAULT[variable]
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for n, variable in enumerate(rule_dict["user_vars"])
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},
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)
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for rule_key, rule_dict in IF_RULES.items()
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}
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elif rule_type == "do":
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return {
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rule_key: (
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rule_dict["description"].format_map(
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{
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VAR_NAMES[n]: VAR_NAMES[n]
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for n, variable in enumerate(rule_dict["user_vars"])
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}
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),
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{
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VAR_NAMES[n]: VAR_DEFAULT[variable]
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for n, variable in enumerate(rule_dict["user_vars"])
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},
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)
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for rule_key, rule_dict in DO_RULES.items()
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}
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class RuleBox(arcade.gui.UIBoxLayout):
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def __init__(self, x, y, width, height, rule_num, rule_type, rule):
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super().__init__(space_between=5, x=x, y=y, width=width, height=height)
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self.rule = rule
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self.rule_num = rule_num
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self.rule_type = rule_type
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self.initialize_rule()
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def initialize_rule(self):
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if not self.rule_type == "comparison":
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self.rule_dict = (
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IF_RULES[self.rule] if self.rule_type == "if" else DO_RULES[self.rule]
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)
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self.defaults = get_rule_defaults(self.rule_type)
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self.rule_values = {}
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self.var_labels = {}
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self.var_changers = {}
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widget_count = 2 + len(self.rule_dict["user_vars"])
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self.per_widget_height = per_widget_height(
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self.height,
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widget_count
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)
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else:
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self.per_widget_height = per_widget_height(
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self.height,
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2
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)
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self.init_ui()
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def init_ui(self):
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if self.rule_type == "do":
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self.previous_button, self.drag_button = self.add_extra_buttons(["IF/Comparison", "Drag"])
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elif self.rule_type == "if":
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self.drag_button = self.add_extra_buttons("Drag")[0]
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elif self.rule_type == "comparison":
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self.previous_button_1, self.previous_button_2, self.drag_button = self.add_extra_buttons(["IF 1", "IF 2", "Drag"])
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dropdown_options = [desc for desc, _ in self.defaults.values()] if not self.rule_type == "comparison" else LOGICAL_OPERATORS
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self.desc_label = self.add(
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arcade.gui.UIDropdown(
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default=self.defaults[self.rule][0] if not self.rule_type == "comparison" else dropdown_options[0],
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options=dropdown_options,
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font_size=13,
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active_style=dropdown_style,
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primary_style=dropdown_style,
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dropdown_style=dropdown_style,
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width=self.width,
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height=self.per_widget_height
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)
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)
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self.desc_label.on_change = lambda event: self.change_rule_type(event.new_value)
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if self.rule_type == "comparison":
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self.next_button = self.add_extra_buttons("Do / Comparison")[0]
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return
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for n, variable_type in enumerate(self.rule_dict["user_vars"]):
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key = f"{variable_type}_{n}"
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defaults = get_rule_defaults(self.rule_type)
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default_values = defaults[self.rule][1]
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self.rule_values[key] = default_values[VAR_NAMES[n]]
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box = self.add(
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arcade.gui.UIBoxLayout(
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vertical=False,
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width=self.width,
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height=self.per_widget_height * 2
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)
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)
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self.var_labels[key] = box.add(
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arcade.gui.UILabel(
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f"{VAR_NAMES[n]}: " if not variable_type in ["variable", "size"] else f"{VAR_NAMES[n]}: {self.rule_values[key]}",
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font_size=11,
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text_color=arcade.color.WHITE,
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width=self.width,
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height=self.per_widget_height,
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)
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)
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if variable_type in ["variable", "size"]:
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slider = box.add(
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arcade.gui.UISlider(
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value=self.rule_values[key],
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min_value=VAR_OPTIONS[variable_type][0],
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max_value=VAR_OPTIONS[variable_type][1],
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step=1,
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style=slider_style,
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width=self.width,
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height=self.per_widget_height,
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)
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)
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slider._render_steps = lambda surface: None
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slider.on_change = (
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lambda event,
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variable_type=variable_type,
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n=n: self.change_var_value(variable_type, n, event.new_value)
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)
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self.var_changers[key] = slider
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else:
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dropdown = box.add(
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arcade.gui.UIDropdown(
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default=self.rule_values[key],
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options=VAR_OPTIONS[variable_type],
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active_style=dropdown_style,
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primary_style=dropdown_style,
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dropdown_style=dropdown_style,
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width=self.width,
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height=self.per_widget_height,
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)
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)
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dropdown.on_change = (
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lambda event,
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variable_type=variable_type,
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n=n: self.change_var_value(variable_type, n, event.new_value)
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)
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self.var_changers[key] = dropdown
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if self.rule_type == "if":
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self.next_button = self.add_extra_buttons("Do / Comparison")[0]
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def add_extra_buttons(self, texts: list[str] | str):
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if not isinstance(texts, list):
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texts = [texts]
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box = self
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else:
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box = self.add(
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arcade.gui.UIBoxLayout(
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vertical=False,
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width=self.width,
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height=self.per_widget_height
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)
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)
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return [
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box.add(
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arcade.gui.UITextureButton(
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text=text,
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width=self.width / len(texts),
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height=self.per_widget_height,
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style=button_style,
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texture=button_texture,
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texture_hovered=button_hovered_texture,
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)
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)
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for text in texts
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]
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def change_var_value(self, variable_type, n, value):
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key = f"{variable_type}_{n}"
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self.rule_values[key] = value
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values = {}
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for i, variable in enumerate(self.rule_dict["user_vars"]):
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lookup_key = f"{variable}_{i}"
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values[VAR_NAMES[i]] = self.rule_values.get(
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lookup_key, VAR_DEFAULT[variable]
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)
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description = self.rule_dict["description"].format_map(values)
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self.desc_label.text = description
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if variable_type in ["variable", "size"]:
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self.var_labels[key].text = f"{VAR_NAMES[n]}: {value}"
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def change_rule_type(self, new_rule_desc):
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self.rule = next(key for key, default_list in self.defaults.items() if default_list[0] == new_rule_desc) if self.rule_type != "comparison" else new_rule_desc
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self.clear()
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self.initialize_rule()
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def get_connection_pos(rule_ui: RuleBox, idx):
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if rule_ui.rule_type == "comparison":
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if idx == 1:
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button = rule_ui.previous_button_1
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y = button.top
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direction = 1
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elif idx == 2:
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button = rule_ui.previous_button_2
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y = button.top
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direction = 1
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else:
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button = rule_ui.next_button
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y = button.bottom
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direction = -1
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elif rule_ui.rule_type == "if":
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button = rule_ui.next_button
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y = button.bottom
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direction = -1
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elif rule_ui.rule_type == "do":
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button = rule_ui.previous_button
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y = button.top
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direction = 1
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return (button.center_x, y), direction
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class RuleUI(arcade.gui.UIAnchorLayout):
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def __init__(self, window: arcade.Window):
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super().__init__(size_hint=(0.95, 0.875))
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self.window = window
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self.current_rule_num = 0
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self.rule_values = {}
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self.dragged_rule_ui: RuleBox | None = None
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self.rule_ui: dict[str, RuleBox] = {}
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self.connections = []
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self.to_connect = None
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self.to_connect_idx = None
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self.allowed_next_connection = []
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self.rules_label = self.add(
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arcade.gui.UILabel(
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text="Rules", font_size=20, text_color=arcade.color.WHITE
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),
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anchor_x="center",
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anchor_y="top"
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)
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self.add(
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arcade.gui.UISpace(
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height=self.window.height / 70, width=self.window.width * 0.25
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)
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)
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self.add_button_box = self.add(
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arcade.gui.UIBoxLayout(space_between=10),
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anchor_x="center",
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anchor_y="bottom",
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)
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self.add_if_rule_button = self.add_button_box.add(
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arcade.gui.UIFlatButton(
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text="Add IF rule",
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width=self.window.width * 0.225,
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height=self.window.height / 25,
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style=dropdown_style,
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)
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)
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self.add_if_rule_button.on_click = lambda event: self.add_rule("if")
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self.add_do_rule_button = self.add_button_box.add(
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arcade.gui.UIFlatButton(
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text="Add DO rule",
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width=self.window.width * 0.225,
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height=self.window.height / 25,
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style=dropdown_style,
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)
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)
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self.add_do_rule_button.on_click = lambda event: self.add_rule("do")
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self.add_comparison_button = self.add_button_box.add(
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arcade.gui.UIFlatButton(
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text="Add comparison",
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width=self.window.width * 0.225,
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height=self.window.height / 25,
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style=dropdown_style,
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)
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)
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self.add_comparison_button.on_click = lambda event: self.add_rule("comparison")
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self.rule_space = self.add(arcade.gui.UIWidget(size_hint=(1, 1)))
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# self.create_connected_ruleset([("if", "x_position_compare"), ("do", "move_x")])
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self.trash_spritelist = arcade.SpriteList()
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self.trash_sprite = trash_bin
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self.trash_sprite.position = (self.window.width * 0.9, self.window.height * 0.2)
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self.trash_spritelist.append(self.trash_sprite)
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def connection(self, rule_ui, allowed_next_connection, idx):
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if self.to_connect is not None:
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old_rule_type = self.rule_ui[self.to_connect].rule_type
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if (
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rule_ui.rule_type not in self.allowed_next_connection or
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old_rule_type not in allowed_next_connection or
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(old_rule_type == "if" and rule_ui.rule_type == "if") or
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(old_rule_type == "do" and rule_ui.rule_type in ["do", "comparison"]) or
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rule_ui.rule_num == self.to_connect
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):
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return
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self.connections.append([self.to_connect, rule_ui.rule_num, self.to_connect_idx, idx])
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self.allowed_next_connection = None
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self.to_connect = None
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self.to_connect_idx = None
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else:
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self.allowed_next_connection = allowed_next_connection
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self.to_connect = rule_ui.rule_num
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self.to_connect_idx = idx
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def drag(self, rule_ui):
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if self.dragged_rule_ui:
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if self.dragged_rule_ui.rect.intersection(self.trash_sprite.rect):
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self.rule_ui.pop(self.dragged_rule_ui.rule_num)
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if self.dragged_rule_ui.rule_num == self.to_connect:
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self.to_connect = None
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for connection in self.connections:
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if self.dragged_rule_ui.rule_num in connection:
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self.connections.remove(connection)
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self.remove(self.dragged_rule_ui)
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del self.dragged_rule_ui
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self.dragged_rule_ui = None
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else:
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self.dragged_rule_ui = rule_ui
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def get_rulesets(self):
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if self.connections:
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components = connected_component(self.connections, 0)
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print(components)
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return {}
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def generate_pos(self):
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return random.randint(
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self.window.width * 0.1, int(self.window.width * 0.9)
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), random.randint(self.window.height * 0.1, int(self.window.height * 0.7))
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def add_rule(self, rule_type, force=None):
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rule_box = RuleBox(
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*self.generate_pos(),
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self.window.width * 0.15,
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self.window.height * 0.15,
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self.current_rule_num,
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rule_type,
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force or generate_rule(rule_type),
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)
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if rule_type == "if":
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rule_box.next_button.on_click = lambda event, rule_box=rule_box: self.connection(rule_box, ["do", "comparison"], 1)
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elif rule_type == "comparison":
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rule_box.previous_button_1.on_click = lambda event, rule_box=rule_box: self.connection(rule_box, ["if", "comparison"], 1)
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rule_box.previous_button_2.on_click = lambda event, rule_box=rule_box: self.connection(rule_box, ["if", "comparison"], 2)
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rule_box.next_button.on_click = lambda event, rule_box=rule_box: self.connection(rule_box, ["do", "comparison"], 3)
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elif rule_type == "do":
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rule_box.previous_button.on_click = lambda event, rule_box=rule_box: self.connection(rule_box, ["if", "comparison"], 1)
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rule_box.drag_button.on_click = lambda event, rule_box=rule_box: self.drag(rule_box)
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self.rule_space.add(rule_box)
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self.rule_ui[self.current_rule_num] = rule_box
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self.rule_ui[self.current_rule_num].fit_content()
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self.current_rule_num += 1
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return rule_box
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def create_connected_ruleset(self, rules):
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previous = None
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for rule_type, rule in rules:
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rule_box = self.add_rule(rule_type, rule)
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if previous:
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self.connections.append((previous.rule_num, rule_box.rule_num))
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previous = rule_box
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def draw(self):
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self.bezier_points = []
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for conn in self.connections:
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start_id, end_id, start_conn_idx, end_conn_idx = conn
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start_rule_ui = self.rule_ui[start_id]
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end_rule_ui = self.rule_ui[end_id]
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start_pos, start_dir_y = get_connection_pos(start_rule_ui, start_conn_idx)
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end_pos, end_dir_y = get_connection_pos(end_rule_ui, end_conn_idx)
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points = connection_between(start_pos, end_pos, start_dir_y, end_dir_y)
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self.bezier_points.append(points)
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arcade.draw_line_strip(points, arcade.color.WHITE, 6)
|
|
|
|
if self.to_connect is not None:
|
|
mouse_x, mouse_y = self.window.mouse.data.get("x", 0), self.window.mouse.data.get("y", 0)
|
|
start_pos, start_dir = get_connection_pos(self.rule_ui[self.to_connect], self.to_connect_idx)
|
|
end_pos, end_dir = (mouse_x, mouse_y), 1
|
|
points = connection_between(start_pos, end_pos, start_dir, end_dir)
|
|
arcade.draw_line_strip(points, arcade.color.WHITE, 6)
|
|
|
|
self.trash_spritelist.draw()
|
|
|
|
def on_event(self, event):
|
|
super().on_event(event)
|
|
|
|
if isinstance(event, arcade.gui.UIMouseMovementEvent):
|
|
if self.dragged_rule_ui is not None:
|
|
self.dragged_rule_ui.center_x += event.dx
|
|
self.dragged_rule_ui.center_y += event.dy
|
|
|
|
def on_update(self, dt):
|
|
if self.dragged_rule_ui and self.trash_sprite.rect.point_in_rect((self.window.mouse.data["x"], self.window.mouse.data["y"])):
|
|
if not self.trash_sprite._current_keyframe_index == self.trash_sprite.animation.num_frames - 1:
|
|
self.trash_sprite.update_animation()
|
|
else:
|
|
self.trash_sprite.time = 0
|
|
self.trash_sprite.update_animation() |