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

@@ -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