mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
selling/buying aircraft; gui improvements
This commit is contained in:
@@ -7,31 +7,16 @@ from ui.eventmenu import *
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from game.game import *
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class BaseMenu:
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def __init__(self, window: Window, parent, game: Game, base: Base):
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self.window = window
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class BaseMenu(Menu):
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def __init__(self, window: Window, parent, game: Game, cp: ControlPoint):
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super(BaseMenu, self).__init__(window, parent, game)
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self.cp = cp
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self.base = cp.base
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self.frame = window.right_pane
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self.parent = parent
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self.game = game
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self.base = base
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self.event = self.game.units_delivery_event(cp)
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self.update()
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def go_back(self):
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self.parent.update()
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def buy(self, unit_type):
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def action():
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price = db.PRICES[unit_type]
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if self.game.budget > price:
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self.base.commision_units({unit_type: 1})
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self.game.budget -= price
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self.update()
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return action
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def update(self):
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def display(self):
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self.window.clear_right_pane()
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row = 0
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@@ -39,9 +24,13 @@ class BaseMenu:
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nonlocal row
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existing_units = self.base.total_units_of_type(unit_type)
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Label(self.frame, text=db.unit_type_name(unit_type)).grid(column=0, row=row, sticky=W)
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Label(self.frame, text="{}m {}".format(unit_price, existing_units)).grid(column=1, row=row)
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Button(self.frame, text="Buy", command=self.buy(unit_type)).grid(column=2, row=row)
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scheduled_units = self.event.units.get(unit_type, 0)
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Label(self.frame, text="{}".format(db.unit_type_name(unit_type))).grid(column=0, row=row, sticky=W)
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Label(self.frame, text="({})".format(existing_units)).grid(column=1, row=row)
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Label(self.frame, text="{}m {}".format(unit_price, scheduled_units and "(bought {})".format(scheduled_units) or "")).grid(column=2, row=row)
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Button(self.frame, text="Buy", command=self.buy(unit_type)).grid(column=3, row=row)
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Button(self.frame, text="Sell", command=self.sell(unit_type)).grid(column=4, row=row)
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row += 1
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units = {
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@@ -52,11 +41,31 @@ class BaseMenu:
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}
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Label(self.frame, text="Budget: {}m".format(self.game.budget)).grid(column=0, row=row, sticky=W)
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Button(self.frame, text="Back", command=self.go_back).grid(column=2, row=row)
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Button(self.frame, text="Back", command=self.dismiss).grid(column=2, row=row)
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row += 1
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for task_type, units in units.items():
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Label(self.frame, text="{}".format(db.task_name(task_type))).grid(column=0, row=row, columnspan=3); row += 1
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Label(self.frame, text="{}".format(db.task_name(task_type))).grid(column=0, row=row, columnspan=5); row += 1
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for unit_type in units:
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purchase_row(unit_type, db.PRICES[unit_type])
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def buy(self, unit_type):
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def action():
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price = db.PRICES[unit_type]
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if self.game.budget >= price:
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self.event.deliver({unit_type: 1})
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self.game.budget -= price
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self.display()
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return action
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def sell(self, unit_type):
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def action():
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if self.base.total_units_of_type(unit_type) > 0:
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price = db.PRICES[unit_type]
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self.game.budget += price
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self.base.commit_losses({unit_type: 1})
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self.display()
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return action
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@@ -6,22 +6,50 @@ from game.game import *
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from game import event
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class EventMenu:
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class EventMenu(Menu):
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aircraft_scramble_entries = None # type: typing.Dict[PlaneType, Entry]
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armor_scramble_entries = None # type: typing.Dict[Armor, Entry]
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def __init__(self, window: Window, parent, game: Game, event: event.Event):
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self.window = window
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self.frame = self.window.right_pane
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self.parent = parent
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super(EventMenu, self).__init__(window, parent, game)
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self.event = event
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self.game = game
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self.aircraft_scramble_entries = {}
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self.armor_scramble_entries = {}
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self.update()
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self.frame = self.window.right_pane
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def display(self):
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self.window.clear_right_pane()
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row = 0
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def label(text):
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nonlocal row
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Label(self.frame, text=text).grid(column=0, row=0)
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row += 1
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def scrable_row(unit_type, unit_count):
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nonlocal row
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Label(self.frame, text="{} ({})".format(unit_type.id and unit_type.id or unit_type.name, unit_count)).grid(column=0, row=row)
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e = Entry(self.frame)
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e.grid(column=1, row=row)
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self.aircraft_scramble_entries[unit_type] = e
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row += 1
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base = None # type: Base
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if self.event.attacker.name == self.game.player:
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base = self.event.from_cp.base
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else:
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base = self.event.to_cp.base
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label("Aircraft")
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for unit_type, count in base.aircraft.items():
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scrable_row(unit_type, count)
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Button(self.frame, text="Commit", command=self.start).grid(column=0, row=row)
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Button(self.frame, text="Back", command=self.dismiss).grid(column=0, row=row)
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def start(self):
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scrambled_aircraft = {}
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@@ -64,35 +92,5 @@ class EventMenu:
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e.player_attacking(e.to_cp.position.random_point_within(30000), strikegroup=scrambled_aircraft)
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self.game.initiate_event(self.event)
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EventResultsMenu(self.window, self.parent, self.game, self.event)
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EventResultsMenu(self.window, self.parent, self.game, self.event).display()
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def update(self):
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self.window.clear_right_pane()
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row = 0
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def label(text):
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nonlocal row
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Label(self.frame, text=text).grid(column=0, row=0)
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row += 1
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def scrable_row(unit_type, unit_count):
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nonlocal row
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Label(self.frame, text="{} ({})".format(unit_type.id and unit_type.id or unit_type.name, unit_count)).grid(column=0, row=row)
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e = Entry(self.frame)
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e.grid(column=1, row=row)
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self.aircraft_scramble_entries[unit_type] = e
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row += 1
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base = None # type: Base
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if self.event.attacker.name == self.game.player:
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base = self.event.from_cp.base
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else:
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base = self.event.to_cp.base
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label("Aircraft")
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for unit, count in base.aircraft.items():
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scrable_row(unit, count)
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Button(self.frame, text="Commit", command=self.start).grid(column=0, row=row)
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@@ -1,6 +1,8 @@
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import math
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import itertools
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from tkinter import *
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from tkinter.ttk import *
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from ui.window import *
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from userdata.debriefing_parser import *
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@@ -8,16 +10,51 @@ from game.game import *
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from game import event
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class EventResultsMenu:
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class EventResultsMenu(Menu):
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debriefing = None # type: Debriefing
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player_losses = {} # type: typing.Dict[UnitType, int]
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enemy_losses = {} # type: typing.Dict[UnitType, int]
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def __init__(self, window: Window, parent, game: Game, event: Event):
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self.window = window
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super(EventResultsMenu, self).__init__(window, parent, game)
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self.frame = window.right_pane
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self.parent = parent
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self.game = game
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self.event = event
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self.finished = False
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self.update()
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def display(self):
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self.window.clear_right_pane()
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if not self.finished:
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Button(self.frame, text="no losses, succ", command=self.simulate_result(0, 1, True)).grid(row=0, column=0)
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Button(self.frame, text="no losses, fail", command=self.simulate_result(0, 1, False)).grid(row=0, column=1)
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Button(self.frame, text="half losses, succ", command=self.simulate_result(0.5, 0.5, True)).grid(row=1, column=0)
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Button(self.frame, text="half losses, fail", command=self.simulate_result(0.5, 0.5, False)).grid(row=1, column=1)
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Button(self.frame, text="full losses, succ", command=self.simulate_result(1, 0, True)).grid(row=2, column=0)
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Button(self.frame, text="full losses, fail", command=self.simulate_result(1, 0, False)).grid(row=2, column=1)
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else:
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row = 0
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if self.event.is_successfull(self.debriefing):
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Label(self.frame, text="Operation success").grid(column=0, row=row, columnspan=1); row += 1
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else:
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Label(self.frame, text="Operation failed").grid(column=0, row=row, columnspan=1); row += 1
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Separator(self.frame, orient='horizontal').grid(column=0, row=row, columnspan=1, sticky=NE); row += 1
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Label(self.frame, text="Player losses").grid(row=row, columnspan=1); row += 1
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for unit_type, count in self.player_losses.items():
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Label(self.frame, text=db.unit_type_name(unit_type)).grid(column=0, row=row)
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Label(self.frame, text="{}".format(count)).grid(column=1, row=row)
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row += 1
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Separator(self.frame, orient='horizontal').grid(column=0, row=row, columnspan=1, sticky=NE); row += 1
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Label(self.frame, text="Enemy losses").grid(columnspan=1, row=row); row += 1
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for unit_type, count in self.enemy_losses.items():
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Label(self.frame, text=db.unit_type_name(unit_type)).grid(column=0, row=row)
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Label(self.frame, text="{}".format(count)).grid(column=1, row=row)
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row += 1
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Button(self.frame, text="Okay", command=self.dismiss).grid(column=0, columnspan=1, row=row); row += 1
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def simulate_result(self, player_factor: float, enemy_factor: float, result: bool):
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def action():
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@@ -27,35 +64,24 @@ class EventResultsMenu:
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result = {}
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for group in groups:
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for unit in group.units:
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result[unit.type] = result.get(unit.type, 0) + 1 * mult
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result[unit.unit_type] = result.get(unit.unit_type, 0) + 1 * mult
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return {x: math.floor(y) for x, y in result.items()}
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return {x: math.ceil(y) for x, y in result.items() if y >= 1}
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player_planes = self.event.operation.mission.country(self.game.player).plane_group
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enemy_planes = self.event.operation.mission.country(self.game.enemy).plane_group
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player_losses = count_planes(player_planes, player_factor)
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enemy_losses = count_planes(enemy_planes, enemy_factor)
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self.player_losses = count_planes(player_planes, player_factor)
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self.enemy_losses = count_planes(enemy_planes, enemy_factor)
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debriefing.destroyed_units = {
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self.game.player: player_losses,
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self.game.enemy: enemy_losses,
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self.game.player: self.player_losses,
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self.game.enemy: self.enemy_losses,
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}
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self.finished = True
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self.game.finish_event(self.event, debriefing)
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self.display()
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self.game.pass_turn()
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self.parent.update()
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return action
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def update(self):
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self.window.clear_right_pane()
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Button(self.frame, text="no losses, succ", command=self.simulate_result(0, 1, True)).grid(row=0, column=0)
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Button(self.frame, text="no losses, fail", command=self.simulate_result(0, 1, False)).grid(row=0, column=1)
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Button(self.frame, text="half losses, succ", command=self.simulate_result(0.5, 0.5, True)).grid(row=1, column=0)
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Button(self.frame, text="half losses, fail", command=self.simulate_result(0.5, 0.5, False)).grid(row=1, column=1)
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Button(self.frame, text="full losses, succ", command=self.simulate_result(1, 0, True)).grid(row=2, column=0)
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Button(self.frame, text="full losses, fail", command=self.simulate_result(1, 0, False)).grid(row=2, column=1)
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@@ -7,30 +7,19 @@ from ui.basemenu import *
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from game.game import *
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class MainMenu:
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def __init__(self, game: Game, window: Window):
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self.image = PhotoImage(file="resources/caumap.gif")
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self.game = game
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self.window = window
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class MainMenu(Menu):
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def __init__(self, window: Window, parent, game: Game):
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super(MainMenu, self).__init__(window, parent, game)
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self.image = PhotoImage(file="resources/caumap.gif")
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map = Label(window.left_pane, image=self.image)
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map.grid(column=0, row=0)
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self.frame = self.window.right_pane
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self.frame.grid_columnconfigure(0, weight=1)
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self.update()
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def pass_turn(self):
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self.game.pass_turn()
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self.update()
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def start_event(self, event) -> typing.Callable:
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return lambda: EventMenu(self.window, self, self.game, event)
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def go_cp(self, cp: ControlPoint) -> typing.Callable:
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return lambda: BaseMenu(self.window, self, self.game, cp.base)
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def update(self):
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def display(self):
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self.window.clear_right_pane()
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row = 1
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@@ -59,6 +48,14 @@ class MainMenu:
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label("Budget: {}m".format(self.game.budget))
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for event in self.game.events:
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if not event.informational:
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continue
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label(str(event))
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for event in self.game.events:
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if event.informational:
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continue
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event_button(event, "{} {}".format(event.attacker.name != self.game.player and "!" or " ", event))
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Separator(self.frame, orient='horizontal').grid(column=0, row=row, sticky=EW); row += 1
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@@ -76,3 +73,12 @@ class MainMenu:
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Label(self.frame, text=title).grid(column=0, row=row, sticky=NE)
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row += 1
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def pass_turn(self):
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self.game.pass_turn(no_action=True)
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self.display()
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def start_event(self, event) -> typing.Callable:
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return lambda: EventMenu(self.window, self, self.game, event).display()
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def go_cp(self, cp: ControlPoint) -> typing.Callable:
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return lambda: BaseMenu(self.window, self, self.game, cp).display()
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15
ui/window.py
15
ui/window.py
@@ -1,4 +1,5 @@
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from tkinter import *
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from game.game import *
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class Window:
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@@ -39,3 +40,17 @@ class Window:
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def run(self):
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self.tk.mainloop()
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class Menu:
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parent = None # type: Menu
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def __init__(self, window: Window, parent, game: Game):
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self.window = window
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self.parent = parent
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self.game = game
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def dismiss(self):
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self.parent.display()
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def display(self):
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pass
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Block a user