selling/buying aircraft; gui improvements

This commit is contained in:
Vasiliy Horbachenko 2018-06-03 03:32:52 +03:00
parent ad4d183972
commit 010cf9e7b6
10 changed files with 246 additions and 147 deletions

View File

@ -25,7 +25,8 @@ theater.kutaisi.base.aircraft = {
g = Game(theater=theater)
w = ui.window.Window()
m = ui.mainmenu.MainMenu(g, w)
m = ui.mainmenu.MainMenu(w, None, g)
m.display()
w.run()

View File

@ -13,6 +13,7 @@ DIFFICULTY_LOG_BASE = 1.5
class Event:
silent = False
informational = False
operation = None # type: Operation
difficulty = 1 # type: int
BONUS_BASE = 0
@ -94,9 +95,9 @@ class InterceptEvent(Event):
def commit(self, debriefing: Debriefing):
super(InterceptEvent, self).commit(debriefing)
if self.is_successfull(debriefing):
self.to_cp.base.affect_strength(0.1 * self.from_cp.captured and -1 or 1)
self.to_cp.base.affect_strength(0.1 * float(self.from_cp.captured and -1 or 1))
else:
self.to_cp.base.affect_strength(0.1 * self.from_cp.captured and 1 or -1)
self.to_cp.base.affect_strength(0.1 * float(self.from_cp.captured and 1 or -1))
def skip(self):
if self.to_cp.captured:
@ -182,4 +183,27 @@ class CaptureEvent(Event):
attack=armor,
intercept=interceptors,
defense=self.to_cp.base.armor,
aa=self.to_cp.base.aa)
aa=self.to_cp.base.aa)
class UnitsDeliveryEvent(Event):
informational = True
units = None # type: typing.Dict[UnitType, int]
def __init__(self, attacker_name: str, defender_name: str, from_cp: ControlPoint, to_cp: ControlPoint):
super(UnitsDeliveryEvent, self).__init__(attacker_name=attacker_name,
defender_name=defender_name,
from_cp=from_cp,
to_cp=to_cp)
self.units = {}
def __str__(self):
return "Pending delivery to {}".format(self.to_cp)
def deliver(self, units: typing.Dict[UnitType, int]):
for k, v in units.items():
self.units[k] = self.units.get(k, 0) + v
def skip(self):
self.to_cp.base.commision_units(self.units)

View File

@ -36,6 +36,7 @@ PLAYER_BUDGET_IMPORTANCE_LOG = 2
class Game:
budget = 45
events = None # type: typing.List[Event]
pending_transfers = None # type: typing.Dict[]
def __init__(self, theater: ConflictTheater):
self.events = []
@ -55,6 +56,9 @@ class Game:
def _generate_enemy_caps(self):
for from_cp, to_cp in self.theater.conflicts(False):
if from_cp.base.total_planes == 0 or from_cp.base.total_armor == 0:
continue
if self._roll(ENEMY_CAPTURE_PROBABILITY_BASE, from_cp.base.strength):
self.events.append(CaptureEvent(attacker_name=self.enemy,
defender_name=self.player,
@ -64,6 +68,9 @@ class Game:
def _generate_interceptions(self):
for from_cp, to_cp in self.theater.conflicts(False):
if from_cp.base.total_units(FighterSweep) == 0:
continue
if self._roll(ENEMY_INTERCEPT_PROBABILITY_BASE, from_cp.base.strength):
self.events.append(InterceptEvent(attacker_name=self.enemy,
defender_name=self.player,
@ -100,10 +107,19 @@ class Game:
cp.base.commision_units({unit_type: points_to_spend})
def _budget_player(self):
total_importance = sum([x.importance for x in self.theater.player_points()])
total_strength = sum([x.base.strength for x in self.theater.player_points()]) / len(self.theater.player_points())
if len(self.theater.player_points()) > 0:
total_importance = sum([x.importance for x in self.theater.player_points()])
total_strength = sum([x.base.strength for x in self.theater.player_points()]) / len(self.theater.player_points())
self.budget += math.ceil(math.log(total_importance * total_strength + 1, PLAYER_BUDGET_IMPORTANCE_LOG) * PLAYER_BUDGET_BASE)
self.budget += math.ceil(math.log(total_importance * total_strength + 1, PLAYER_BUDGET_IMPORTANCE_LOG) * PLAYER_BUDGET_BASE)
def units_delivery_event(self, to_cp: ControlPoint) -> UnitsDeliveryEvent:
event = UnitsDeliveryEvent(attacker_name=self.player,
defender_name=self.player,
from_cp=to_cp,
to_cp=to_cp)
self.events.append(event)
return event
def initiate_event(self, event: Event):
event.operation.generate()
@ -119,13 +135,14 @@ class Game:
def is_player_attack(self, event: Event):
return event.attacker.name == self.player
def pass_turn(self):
def pass_turn(self, no_action=False):
for event in self.events:
event.skip()
self._budget_player()
for cp in self.theater.enemy_bases():
self._commision_units(cp)
if not no_action:
self._budget_player()
for cp in self.theater.enemy_bases():
self._commision_units(cp)
self.events = [] # type: typing.List[Event]
self._fill_cap_events()

View File

@ -12,34 +12,34 @@ from dcs.unittype import *
PRICES = {
# planes
Su_25T: 10,
Su_25: 10,
A_10A: 15,
Su_25T: 11,
Su_25: 11,
A_10A: 18,
A_10C: 20,
Su_27: 20,
Su_33: 23,
F_15C: 25,
M_2000C: 17,
Su_27: 30,
Su_33: 33,
F_15C: 30,
M_2000C: 11,
MiG_15bis: 10,
MiG_15bis: 6,
MiG_21Bis: 13,
MiG_29A: 23,
IL_76MD: 20,
S_3B_Tanker: 20,
IL_76MD: 13,
S_3B_Tanker: 13,
# armor
Armor.MBT_T_55: 18,
Armor.MBT_T_80U: 20,
Armor.MBT_T_90: 22,
Armor.MBT_T_55: 4,
Armor.MBT_T_80U: 8,
Armor.MBT_T_90: 10,
Armor.MBT_M60A3_Patton: 15,
Armor.MBT_M1A2_Abrams: 20,
Armor.MBT_M60A3_Patton: 6,
Armor.MBT_M1A2_Abrams: 9,
Armor.ATGM_M1134_Stryker: 12,
Armor.APC_BTR_80: 10,
Armor.ATGM_M1134_Stryker: 6,
Armor.APC_BTR_80: 6,
}
UNIT_BY_TASK = {

View File

@ -51,7 +51,8 @@ class Base:
return itertools.chain(self.aircraft.items(), self.armor.items(), self.aa.items())
def _find_best_unit(self, dict, for_type: Task, count: int) -> typing.Dict:
assert count > 0
if count <= 0:
return {}
sorted_units = [key for key in dict.keys() if key in db.UNIT_BY_TASK[for_type]]
sorted_units.sort(key=lambda x: db.PRICES[x], reverse=True)
@ -122,17 +123,19 @@ class Base:
def commit_losses(self, units_lost: typing.Dict[typing.Any, int]):
for unit_type, count in units_lost.items():
aircraft_key = next((x for x in self.aircraft.keys() if x.id == unit_type), None)
if aircraft_key:
self.aircraft[aircraft_key] = self.aircraft[aircraft_key] - count
target_array = None
if unit_type in self.aircraft:
target_array = self.aircraft
elif unit_type in self.armor:
target_array = self.armor
elif unit_type in self.aa:
target_array = self.aa
else:
continue
armor_key = next((x for x in self.armor.keys() if x.name == unit_type), None)
if armor_key:
self.armor[armor_key] = self.armor[armor_key] - count
aa_key = next((x for x in self.aa.keys() if x.name == unit_type), None)
if aa_key:
self.aa[aa_key] = self.aa[aa_key] - count
target_array[unit_type] = target_array[unit_type] - count
if target_array[unit_type] == 0:
del target_array[unit_type]
def affect_strength(self, amount):
self.strength += amount

View File

@ -7,31 +7,16 @@ from ui.eventmenu import *
from game.game import *
class BaseMenu:
def __init__(self, window: Window, parent, game: Game, base: Base):
self.window = window
class BaseMenu(Menu):
def __init__(self, window: Window, parent, game: Game, cp: ControlPoint):
super(BaseMenu, self).__init__(window, parent, game)
self.cp = cp
self.base = cp.base
self.frame = window.right_pane
self.parent = parent
self.game = game
self.base = base
self.event = self.game.units_delivery_event(cp)
self.update()
def go_back(self):
self.parent.update()
def buy(self, unit_type):
def action():
price = db.PRICES[unit_type]
if self.game.budget > price:
self.base.commision_units({unit_type: 1})
self.game.budget -= price
self.update()
return action
def update(self):
def display(self):
self.window.clear_right_pane()
row = 0
@ -39,9 +24,13 @@ class BaseMenu:
nonlocal row
existing_units = self.base.total_units_of_type(unit_type)
Label(self.frame, text=db.unit_type_name(unit_type)).grid(column=0, row=row, sticky=W)
Label(self.frame, text="{}m {}".format(unit_price, existing_units)).grid(column=1, row=row)
Button(self.frame, text="Buy", command=self.buy(unit_type)).grid(column=2, row=row)
scheduled_units = self.event.units.get(unit_type, 0)
Label(self.frame, text="{}".format(db.unit_type_name(unit_type))).grid(column=0, row=row, sticky=W)
Label(self.frame, text="({})".format(existing_units)).grid(column=1, row=row)
Label(self.frame, text="{}m {}".format(unit_price, scheduled_units and "(bought {})".format(scheduled_units) or "")).grid(column=2, row=row)
Button(self.frame, text="Buy", command=self.buy(unit_type)).grid(column=3, row=row)
Button(self.frame, text="Sell", command=self.sell(unit_type)).grid(column=4, row=row)
row += 1
units = {
@ -52,11 +41,31 @@ class BaseMenu:
}
Label(self.frame, text="Budget: {}m".format(self.game.budget)).grid(column=0, row=row, sticky=W)
Button(self.frame, text="Back", command=self.go_back).grid(column=2, row=row)
Button(self.frame, text="Back", command=self.dismiss).grid(column=2, row=row)
row += 1
for task_type, units in units.items():
Label(self.frame, text="{}".format(db.task_name(task_type))).grid(column=0, row=row, columnspan=3); row += 1
Label(self.frame, text="{}".format(db.task_name(task_type))).grid(column=0, row=row, columnspan=5); row += 1
for unit_type in units:
purchase_row(unit_type, db.PRICES[unit_type])
def buy(self, unit_type):
def action():
price = db.PRICES[unit_type]
if self.game.budget >= price:
self.event.deliver({unit_type: 1})
self.game.budget -= price
self.display()
return action
def sell(self, unit_type):
def action():
if self.base.total_units_of_type(unit_type) > 0:
price = db.PRICES[unit_type]
self.game.budget += price
self.base.commit_losses({unit_type: 1})
self.display()
return action

View File

@ -6,22 +6,50 @@ from game.game import *
from game import event
class EventMenu:
class EventMenu(Menu):
aircraft_scramble_entries = None # type: typing.Dict[PlaneType, Entry]
armor_scramble_entries = None # type: typing.Dict[Armor, Entry]
def __init__(self, window: Window, parent, game: Game, event: event.Event):
self.window = window
self.frame = self.window.right_pane
self.parent = parent
super(EventMenu, self).__init__(window, parent, game)
self.event = event
self.game = game
self.aircraft_scramble_entries = {}
self.armor_scramble_entries = {}
self.update()
self.frame = self.window.right_pane
def display(self):
self.window.clear_right_pane()
row = 0
def label(text):
nonlocal row
Label(self.frame, text=text).grid(column=0, row=0)
row += 1
def scrable_row(unit_type, unit_count):
nonlocal row
Label(self.frame, text="{} ({})".format(unit_type.id and unit_type.id or unit_type.name, unit_count)).grid(column=0, row=row)
e = Entry(self.frame)
e.grid(column=1, row=row)
self.aircraft_scramble_entries[unit_type] = e
row += 1
base = None # type: Base
if self.event.attacker.name == self.game.player:
base = self.event.from_cp.base
else:
base = self.event.to_cp.base
label("Aircraft")
for unit_type, count in base.aircraft.items():
scrable_row(unit_type, count)
Button(self.frame, text="Commit", command=self.start).grid(column=0, row=row)
Button(self.frame, text="Back", command=self.dismiss).grid(column=0, row=row)
def start(self):
scrambled_aircraft = {}
@ -64,35 +92,5 @@ class EventMenu:
e.player_attacking(e.to_cp.position.random_point_within(30000), strikegroup=scrambled_aircraft)
self.game.initiate_event(self.event)
EventResultsMenu(self.window, self.parent, self.game, self.event)
EventResultsMenu(self.window, self.parent, self.game, self.event).display()
def update(self):
self.window.clear_right_pane()
row = 0
def label(text):
nonlocal row
Label(self.frame, text=text).grid(column=0, row=0)
row += 1
def scrable_row(unit_type, unit_count):
nonlocal row
Label(self.frame, text="{} ({})".format(unit_type.id and unit_type.id or unit_type.name, unit_count)).grid(column=0, row=row)
e = Entry(self.frame)
e.grid(column=1, row=row)
self.aircraft_scramble_entries[unit_type] = e
row += 1
base = None # type: Base
if self.event.attacker.name == self.game.player:
base = self.event.from_cp.base
else:
base = self.event.to_cp.base
label("Aircraft")
for unit, count in base.aircraft.items():
scrable_row(unit, count)
Button(self.frame, text="Commit", command=self.start).grid(column=0, row=row)

View File

@ -1,6 +1,8 @@
import math
import itertools
from tkinter import *
from tkinter.ttk import *
from ui.window import *
from userdata.debriefing_parser import *
@ -8,16 +10,51 @@ from game.game import *
from game import event
class EventResultsMenu:
class EventResultsMenu(Menu):
debriefing = None # type: Debriefing
player_losses = {} # type: typing.Dict[UnitType, int]
enemy_losses = {} # type: typing.Dict[UnitType, int]
def __init__(self, window: Window, parent, game: Game, event: Event):
self.window = window
super(EventResultsMenu, self).__init__(window, parent, game)
self.frame = window.right_pane
self.parent = parent
self.game = game
self.event = event
self.finished = False
self.update()
def display(self):
self.window.clear_right_pane()
if not self.finished:
Button(self.frame, text="no losses, succ", command=self.simulate_result(0, 1, True)).grid(row=0, column=0)
Button(self.frame, text="no losses, fail", command=self.simulate_result(0, 1, False)).grid(row=0, column=1)
Button(self.frame, text="half losses, succ", command=self.simulate_result(0.5, 0.5, True)).grid(row=1, column=0)
Button(self.frame, text="half losses, fail", command=self.simulate_result(0.5, 0.5, False)).grid(row=1, column=1)
Button(self.frame, text="full losses, succ", command=self.simulate_result(1, 0, True)).grid(row=2, column=0)
Button(self.frame, text="full losses, fail", command=self.simulate_result(1, 0, False)).grid(row=2, column=1)
else:
row = 0
if self.event.is_successfull(self.debriefing):
Label(self.frame, text="Operation success").grid(column=0, row=row, columnspan=1); row += 1
else:
Label(self.frame, text="Operation failed").grid(column=0, row=row, columnspan=1); row += 1
Separator(self.frame, orient='horizontal').grid(column=0, row=row, columnspan=1, sticky=NE); row += 1
Label(self.frame, text="Player losses").grid(row=row, columnspan=1); row += 1
for unit_type, count in self.player_losses.items():
Label(self.frame, text=db.unit_type_name(unit_type)).grid(column=0, row=row)
Label(self.frame, text="{}".format(count)).grid(column=1, row=row)
row += 1
Separator(self.frame, orient='horizontal').grid(column=0, row=row, columnspan=1, sticky=NE); row += 1
Label(self.frame, text="Enemy losses").grid(columnspan=1, row=row); row += 1
for unit_type, count in self.enemy_losses.items():
Label(self.frame, text=db.unit_type_name(unit_type)).grid(column=0, row=row)
Label(self.frame, text="{}".format(count)).grid(column=1, row=row)
row += 1
Button(self.frame, text="Okay", command=self.dismiss).grid(column=0, columnspan=1, row=row); row += 1
def simulate_result(self, player_factor: float, enemy_factor: float, result: bool):
def action():
@ -27,35 +64,24 @@ class EventResultsMenu:
result = {}
for group in groups:
for unit in group.units:
result[unit.type] = result.get(unit.type, 0) + 1 * mult
result[unit.unit_type] = result.get(unit.unit_type, 0) + 1 * mult
return {x: math.floor(y) for x, y in result.items()}
return {x: math.ceil(y) for x, y in result.items() if y >= 1}
player_planes = self.event.operation.mission.country(self.game.player).plane_group
enemy_planes = self.event.operation.mission.country(self.game.enemy).plane_group
player_losses = count_planes(player_planes, player_factor)
enemy_losses = count_planes(enemy_planes, enemy_factor)
self.player_losses = count_planes(player_planes, player_factor)
self.enemy_losses = count_planes(enemy_planes, enemy_factor)
debriefing.destroyed_units = {
self.game.player: player_losses,
self.game.enemy: enemy_losses,
self.game.player: self.player_losses,
self.game.enemy: self.enemy_losses,
}
self.finished = True
self.game.finish_event(self.event, debriefing)
self.display()
self.game.pass_turn()
self.parent.update()
return action
def update(self):
self.window.clear_right_pane()
Button(self.frame, text="no losses, succ", command=self.simulate_result(0, 1, True)).grid(row=0, column=0)
Button(self.frame, text="no losses, fail", command=self.simulate_result(0, 1, False)).grid(row=0, column=1)
Button(self.frame, text="half losses, succ", command=self.simulate_result(0.5, 0.5, True)).grid(row=1, column=0)
Button(self.frame, text="half losses, fail", command=self.simulate_result(0.5, 0.5, False)).grid(row=1, column=1)
Button(self.frame, text="full losses, succ", command=self.simulate_result(1, 0, True)).grid(row=2, column=0)
Button(self.frame, text="full losses, fail", command=self.simulate_result(1, 0, False)).grid(row=2, column=1)

View File

@ -7,30 +7,19 @@ from ui.basemenu import *
from game.game import *
class MainMenu:
def __init__(self, game: Game, window: Window):
self.image = PhotoImage(file="resources/caumap.gif")
self.game = game
self.window = window
class MainMenu(Menu):
def __init__(self, window: Window, parent, game: Game):
super(MainMenu, self).__init__(window, parent, game)
self.image = PhotoImage(file="resources/caumap.gif")
map = Label(window.left_pane, image=self.image)
map.grid(column=0, row=0)
self.frame = self.window.right_pane
self.frame.grid_columnconfigure(0, weight=1)
self.update()
def pass_turn(self):
self.game.pass_turn()
self.update()
def start_event(self, event) -> typing.Callable:
return lambda: EventMenu(self.window, self, self.game, event)
def go_cp(self, cp: ControlPoint) -> typing.Callable:
return lambda: BaseMenu(self.window, self, self.game, cp.base)
def update(self):
def display(self):
self.window.clear_right_pane()
row = 1
@ -59,6 +48,14 @@ class MainMenu:
label("Budget: {}m".format(self.game.budget))
for event in self.game.events:
if not event.informational:
continue
label(str(event))
for event in self.game.events:
if event.informational:
continue
event_button(event, "{} {}".format(event.attacker.name != self.game.player and "!" or " ", event))
Separator(self.frame, orient='horizontal').grid(column=0, row=row, sticky=EW); row += 1
@ -76,3 +73,12 @@ class MainMenu:
Label(self.frame, text=title).grid(column=0, row=row, sticky=NE)
row += 1
def pass_turn(self):
self.game.pass_turn(no_action=True)
self.display()
def start_event(self, event) -> typing.Callable:
return lambda: EventMenu(self.window, self, self.game, event).display()
def go_cp(self, cp: ControlPoint) -> typing.Callable:
return lambda: BaseMenu(self.window, self, self.game, cp).display()

View File

@ -1,4 +1,5 @@
from tkinter import *
from game.game import *
class Window:
@ -39,3 +40,17 @@ class Window:
def run(self):
self.tk.mainloop()
class Menu:
parent = None # type: Menu
def __init__(self, window: Window, parent, game: Game):
self.window = window
self.parent = parent
self.game = game
def dismiss(self):
self.parent.display()
def display(self):
pass