mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
WIP: display events on the map; start events from adjacent CPs
This commit is contained in:
parent
97be483624
commit
8f85101cec
@ -28,7 +28,7 @@ class BaseAttackEvent(Event):
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alive_attackers = sum([v for k, v in debriefing.alive_units[self.attacker_name].items() if db.unit_task(k) == PinpointStrike])
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alive_defenders = sum([v for k, v in debriefing.alive_units[self.defender_name].items() if db.unit_task(k) == PinpointStrike])
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attackers_success = alive_attackers >= alive_defenders
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if self.from_cp.captured:
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if self.departure_cp.captured:
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return attackers_success
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else:
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return not attackers_success
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@ -36,14 +36,14 @@ class BaseAttackEvent(Event):
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def commit(self, debriefing: Debriefing):
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super(BaseAttackEvent, self).commit(debriefing)
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if self.is_successfull(debriefing):
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if self.from_cp.captured:
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if self.departure_cp.captured:
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self.to_cp.captured = True
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self.to_cp.ground_objects = []
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self.to_cp.base.filter_units(db.UNIT_BY_COUNTRY[self.attacker_name])
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self.to_cp.base.affect_strength(+self.STRENGTH_RECOVERY)
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else:
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if not self.from_cp.captured:
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if not self.departure_cp.captured:
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self.to_cp.captured = False
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self.to_cp.base.affect_strength(+self.STRENGTH_RECOVERY)
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@ -54,14 +54,14 @@ class BaseAttackEvent(Event):
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def player_defending(self, flights: db.TaskForceDict):
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assert CAP in flights and len(flights) == 1, "Invalid scrambled flights"
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cas = self.from_cp.base.scramble_cas(self.game.settings.multiplier)
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escort = self.from_cp.base.scramble_sweep(self.game.settings.multiplier)
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attackers = self.from_cp.base.armor
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cas = self.departure_cp.base.scramble_cas(self.game.settings.multiplier)
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escort = self.departure_cp.base.scramble_sweep(self.game.settings.multiplier)
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attackers = self.departure_cp.base.armor
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op = BaseAttackOperation(game=self.game,
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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from_cp=self.from_cp,
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from_cp=self.departure_cp,
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to_cp=self.to_cp)
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op.setup(cas=assigned_units_from(cas),
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@ -79,7 +79,7 @@ class BaseAttackEvent(Event):
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op = BaseAttackOperation(game=self.game,
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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from_cp=self.from_cp,
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from_cp=self.departure_cp,
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to_cp=self.to_cp)
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defenders = self.to_cp.base.scramble_sweep(self.game.settings.multiplier)
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@ -22,18 +22,26 @@ class Event:
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informational = False
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is_awacs_enabled = False
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ca_slots = 0
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game = None # type: Game
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location = None # type: Point
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from_cp = None # type: ControlPoint
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departure_cp = None # type: ControlPoint
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to_cp = None # type: ControlPoint
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operation = None # type: Operation
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difficulty = 1 # type: int
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game = None # type: Game
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environment_settings = None # type: EnvironmentSettings
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BONUS_BASE = 5
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def __init__(self, attacker_name: str, defender_name: str, from_cp: ControlPoint, to_cp: ControlPoint, game):
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def __init__(self, game, from_cp: ControlPoint, target_cp: ControlPoint, location: Point, attacker_name: str, defender_name: str):
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self.game = game
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self.departure_cp = None
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self.from_cp = from_cp
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self.to_cp = target_cp
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self.location = location
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self.attacker_name = attacker_name
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self.defender_name = defender_name
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self.to_cp = to_cp
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self.from_cp = from_cp
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self.game = game
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@property
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def is_player_attacking(self) -> bool:
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@ -44,7 +52,7 @@ class Event:
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if self.attacker_name == self.game.player:
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return self.to_cp
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else:
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return self.from_cp
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return self.departure_cp
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@property
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def threat_description(self) -> str:
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@ -67,11 +75,17 @@ class Event:
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def is_successfull(self, debriefing: Debriefing) -> bool:
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return self.operation.is_successfull(debriefing)
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def player_attacking(self, flights: db.TaskForceDict):
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assert False
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def player_attacking(self, cp: ControlPoint, flights: db.TaskForceDict):
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if self.is_player_attacking:
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self.departure_cp = cp
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else:
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self.to_cp = cp
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def player_defending(self, flights: db.TaskForceDict):
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assert False
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def player_defending(self, cp: ControlPoint, flights: db.TaskForceDict):
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if self.is_player_attacking:
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self.departure_cp = cp
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else:
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self.to_cp = cp
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def generate(self):
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self.operation.is_awacs_enabled = self.is_awacs_enabled
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@ -93,7 +107,7 @@ class Event:
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def commit(self, debriefing: Debriefing):
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for country, losses in debriefing.destroyed_units.items():
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if country == self.attacker_name:
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cp = self.from_cp
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cp = self.departure_cp
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else:
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cp = self.to_cp
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@ -122,11 +136,12 @@ class UnitsDeliveryEvent(Event):
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units = None # type: typing.Dict[UnitType, int]
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def __init__(self, attacker_name: str, defender_name: str, from_cp: ControlPoint, to_cp: ControlPoint, game):
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super(UnitsDeliveryEvent, self).__init__(attacker_name=attacker_name,
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defender_name=defender_name,
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super(UnitsDeliveryEvent, self).__init__(game=game,
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location=to_cp.position,
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from_cp=from_cp,
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to_cp=to_cp,
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game=game)
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target_cp=to_cp,
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attacker_name=attacker_name,
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defender_name=defender_name)
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self.units = {}
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@ -11,8 +11,6 @@ class FrontlineAttackEvent(Event):
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STRENGTH_INFLUENCE = 0.3
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SUCCESS_FACTOR = 1.5
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defenders = None # type: db.ArmorDict
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@property
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def threat_description(self):
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return "{} vehicles".format(self.to_cp.base.assemble_count())
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@ -20,9 +18,9 @@ class FrontlineAttackEvent(Event):
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@property
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def tasks(self) -> typing.Collection[typing.Type[Task]]:
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if self.is_player_attacking:
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return [CAS, PinpointStrike]
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return [CAS]
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else:
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return [CAP, PinpointStrike]
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return [CAP]
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def flight_name(self, for_task: typing.Type[Task]) -> str:
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if for_task == CAS:
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@ -63,9 +61,8 @@ class FrontlineAttackEvent(Event):
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self.to_cp.base.affect_strength(-0.1)
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def player_attacking(self, flights: db.TaskForceDict):
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assert CAS in flights and PinpointStrike in flights and len(flights) == 2, "Invalid flights"
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assert CAS in flights and len(flights) == 1, "Invalid flights"
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self.defenders = self.to_cp.base.assemble_attack()
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op = FrontlineAttackOperation(game=self.game,
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attacker_name=self.attacker_name,
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@ -73,9 +70,10 @@ class FrontlineAttackEvent(Event):
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from_cp=self.from_cp,
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to_cp=self.to_cp)
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armor = unitdict_from(flights[PinpointStrike])
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op.setup(target=self.defenders,
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attackers=db.unitdict_restrict_count(armor, sum(self.defenders.values())),
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defenders = self.to_cp.base.assemble_attack()
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attackers = db.unitdict_restrict_count(self.from_cp.base.assemble_attack(), sum(defenders.values()))
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op.setup(target=defenders,
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attackers=attackers,
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strikegroup=flights[CAS])
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self.operation = op
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@ -17,7 +17,7 @@ class FrontlinePatrolEvent(Event):
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@property
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def tasks(self):
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return [CAP, PinpointStrike]
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return [CAP]
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def flight_name(self, for_task: typing.Type[Task]) -> str:
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if for_task == CAP:
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@ -55,7 +55,7 @@ class FrontlinePatrolEvent(Event):
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pass
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def player_attacking(self, flights: db.TaskForceDict):
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assert CAP in flights and PinpointStrike in flights and len(flights) == 2, "Invalid flights"
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assert CAP in flights and len(flights) == 1, "Invalid flights"
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self.cas = self.to_cp.base.scramble_cas(self.game.settings.multiplier)
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self.escort = self.to_cp.base.scramble_sweep(self.game.settings.multiplier * self.ESCORT_FACTOR)
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@ -67,10 +67,11 @@ class FrontlinePatrolEvent(Event):
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to_cp=self.to_cp)
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defenders = self.to_cp.base.assemble_attack()
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attackers = db.unitdict_restrict_count(self.from_cp.base.assemble_attack(), sum(defenders.values()))
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op.setup(cas=assigned_units_from(self.cas),
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escort=assigned_units_from(self.escort),
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interceptors=flights[CAP],
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armor_attackers=db.unitdict_restrict_count(db.unitdict_from(flights[PinpointStrike]), sum(defenders.values())),
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armor_attackers=attackers,
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armor_defenders=defenders)
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self.operation = op
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@ -35,7 +35,7 @@ class InfantryTransportEvent(Event):
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if self.is_successfull(debriefing):
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self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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else:
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self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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self.departure_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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def player_attacking(self, flights: db.TaskForceDict):
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assert Embarking in flights and len(flights) == 1, "Invalid flights"
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@ -44,7 +44,7 @@ class InfantryTransportEvent(Event):
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game=self.game,
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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from_cp=self.from_cp,
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from_cp=self.departure_cp,
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to_cp=self.to_cp
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)
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@ -39,7 +39,7 @@ class InsurgentAttackEvent(Event):
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killed_units = sum([v for k, v in debriefing.destroyed_units[self.attacker_name].items() if db.unit_task(k) == PinpointStrike])
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all_units = sum(self.targets.values())
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attackers_success = (float(killed_units) / (all_units + 0.01)) > self.SUCCESS_FACTOR
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if self.from_cp.captured:
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if self.departure_cp.captured:
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return attackers_success
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else:
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return not attackers_success
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@ -56,7 +56,7 @@ class InsurgentAttackEvent(Event):
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op = InsurgentAttackOperation(game=self.game,
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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from_cp=self.from_cp,
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from_cp=self.departure_cp,
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to_cp=self.to_cp)
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op.setup(target=self.targets,
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strikegroup=flights[CAS])
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@ -25,7 +25,7 @@ class InterceptEvent(Event):
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return "Escort flight"
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def _enemy_scramble_multiplier(self) -> float:
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is_global = self.from_cp.is_global or self.to_cp.is_global
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is_global = self.departure_cp.is_global or self.to_cp.is_global
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return self.game.settings.multiplier * is_global and 0.5 or 1
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@property
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@ -34,7 +34,7 @@ class InterceptEvent(Event):
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def is_successfull(self, debriefing: Debriefing):
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units_destroyed = debriefing.destroyed_units[self.defender_name].get(self.transport_unit, 0)
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if self.from_cp.captured:
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if self.departure_cp.captured:
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return units_destroyed > 0
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else:
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return units_destroyed == 0
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@ -47,11 +47,11 @@ class InterceptEvent(Event):
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for _, cp in self.game.theater.conflicts(True):
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cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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else:
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self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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self.departure_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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else:
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# enemy attacking
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if self.is_successfull(debriefing):
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self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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self.departure_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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else:
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self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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@ -71,7 +71,7 @@ class InterceptEvent(Event):
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op = InterceptOperation(game=self.game,
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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from_cp=self.from_cp,
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from_cp=self.departure_cp,
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to_cp=self.to_cp)
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op.setup(escort=assigned_units_from(escort),
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@ -84,7 +84,7 @@ class InterceptEvent(Event):
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def player_defending(self, flights: db.TaskForceDict):
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assert CAP in flights and len(flights) == 1, "Invalid flights"
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interceptors = self.from_cp.base.scramble_interceptors(self.game.settings.multiplier)
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interceptors = self.departure_cp.base.scramble_interceptors(self.game.settings.multiplier)
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self.transport_unit = random.choice(db.find_unittype(Transport, self.defender_name))
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assert self.transport_unit is not None
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@ -92,7 +92,7 @@ class InterceptEvent(Event):
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op = InterceptOperation(game=self.game,
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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from_cp=self.from_cp,
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from_cp=self.departure_cp,
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to_cp=self.to_cp)
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op.setup(escort=flights[CAP],
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@ -33,8 +33,8 @@ class NavalInterceptEvent(Event):
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@property
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def threat_description(self):
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s = "{} ship(s)".format(self._targets_count())
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if not self.from_cp.captured:
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s += ", {} aircraft".format(self.from_cp.base.scramble_count(self.game.settings.multiplier))
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if not self.departure_cp.captured:
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s += ", {} aircraft".format(self.departure_cp.base.scramble_count(self.game.settings.multiplier))
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return s
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def is_successfull(self, debriefing: Debriefing):
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@ -44,7 +44,7 @@ class NavalInterceptEvent(Event):
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if unit in self.targets:
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destroyed_targets += count
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if self.from_cp.captured:
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if self.departure_cp.captured:
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return math.ceil(float(destroyed_targets) / total_targets) > self.SUCCESS_RATE
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else:
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return math.ceil(float(destroyed_targets) / total_targets) < self.SUCCESS_RATE
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@ -56,11 +56,11 @@ class NavalInterceptEvent(Event):
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if self.is_successfull(debriefing):
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self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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else:
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self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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self.departure_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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else:
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# enemy attacking
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if self.is_successfull(debriefing):
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self.from_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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self.departure_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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else:
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self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE)
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@ -79,7 +79,7 @@ class NavalInterceptEvent(Event):
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self.game,
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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from_cp=self.from_cp,
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from_cp=self.departure_cp,
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to_cp=self.to_cp
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)
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@ -100,11 +100,11 @@ class NavalInterceptEvent(Event):
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self.game,
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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from_cp=self.from_cp,
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from_cp=self.departure_cp,
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to_cp=self.to_cp
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)
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strikegroup = self.from_cp.base.scramble_cas(self.game.settings.multiplier)
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strikegroup = self.departure_cp.base.scramble_cas(self.game.settings.multiplier)
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op.setup(strikegroup=assigned_units_from(strikegroup),
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interceptors=flights[CAP],
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targets=self.targets)
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@ -49,7 +49,7 @@ class StrikeEvent(Event):
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self.game,
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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from_cp=self.from_cp,
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from_cp=self.departure_cp,
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to_cp=self.to_cp
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)
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13
game/game.py
13
game/game.py
@ -129,7 +129,7 @@ class Game:
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# skip strikes in case of no targets
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return
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self.events.append(event_class(self.player, self.enemy, player_cp, enemy_cp, self))
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self.events.append(event_class(self, player_cp, enemy_cp, enemy_cp.position, self.player, self.enemy))
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def _generate_enemy_event(self, event_class, player_cp, enemy_cp):
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if event_class in [type(x) for x in self.events if not self.is_player_attack(x)]:
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@ -169,7 +169,7 @@ class Game:
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# skip base attack if strength is too high
|
||||
return
|
||||
|
||||
self.events.append(event_class(self.enemy, self.player, enemy_cp, player_cp, self))
|
||||
self.events.append(event_class(self, enemy_cp, player_cp, player_cp.position, self.enemy, self.player))
|
||||
|
||||
def _generate_events(self):
|
||||
for player_cp, enemy_cp in self.theater.conflicts(True):
|
||||
@ -269,7 +269,12 @@ class Game:
|
||||
def pass_turn(self, no_action=False, ignored_cps: typing.Collection[ControlPoint]=None):
|
||||
logging.info("Pass turn")
|
||||
for event in self.events:
|
||||
event.skip()
|
||||
if self.settings.version == "dev":
|
||||
# don't damage player CPs in by skipping in dev mode
|
||||
if isinstance(event, UnitsDeliveryEvent):
|
||||
event.skip()
|
||||
else:
|
||||
event.skip()
|
||||
|
||||
if not no_action:
|
||||
self._budget_player()
|
||||
@ -286,5 +291,5 @@ class Game:
|
||||
|
||||
self.events = [] # type: typing.List[Event]
|
||||
self._generate_events()
|
||||
self._generate_globalinterceptions()
|
||||
#self._generate_globalinterceptions()
|
||||
|
||||
|
||||
@ -102,9 +102,5 @@ class ConflictTheater:
|
||||
for connected_point in [x for x in cp.connected_points if x.captured != from_player]:
|
||||
yield (cp, connected_point)
|
||||
|
||||
for global_cp in [x for x in self.controlpoints if x.is_global and x.captured == from_player]:
|
||||
if global_cp.position.distance_to_point(connected_point.position) < GLOBAL_CP_CONFLICT_DISTANCE_MIN:
|
||||
yield (global_cp, connected_point)
|
||||
|
||||
def enemy_points(self) -> typing.Collection[ControlPoint]:
|
||||
return [point for point in self.controlpoints if not point.captured]
|
||||
|
||||
@ -20,7 +20,7 @@ class EventMenu(Menu):
|
||||
self.scramble_entries = {k: {} for k in self.event.tasks}
|
||||
|
||||
if self.event.attacker_name == self.game.player:
|
||||
self.base = self.event.from_cp.base
|
||||
self.base = self.event.departure_cp.base
|
||||
else:
|
||||
self.base = self.event.to_cp.base
|
||||
|
||||
@ -195,11 +195,10 @@ class EventMenu(Menu):
|
||||
return
|
||||
|
||||
if isinstance(self.event, FrontlineAttackEvent) or isinstance(self.event, FrontlinePatrolEvent):
|
||||
if tasks_scramble_counts.get(PinpointStrike, 0) == 0:
|
||||
self.error_label["text"] = "No ground vehicles assigned to attack!"
|
||||
if self.base.total_armor == 0:
|
||||
self.error_label["text"] = "No ground vehicles available to attack!"
|
||||
return
|
||||
|
||||
|
||||
if self.game.is_player_attack(self.event):
|
||||
self.event.player_attacking(flights)
|
||||
else:
|
||||
|
||||
@ -41,6 +41,7 @@ class MainMenu(Menu):
|
||||
column = 0
|
||||
row = 0
|
||||
|
||||
"""
|
||||
def label(text):
|
||||
nonlocal row, body
|
||||
frame = LabelFrame(body, **STYLES["label-frame"])
|
||||
@ -104,6 +105,7 @@ class MainMenu(Menu):
|
||||
label(str(event))
|
||||
else:
|
||||
event_button(event)
|
||||
"""
|
||||
|
||||
def pass_turn(self):
|
||||
self.game.pass_turn(no_action=True)
|
||||
@ -113,7 +115,7 @@ class MainMenu(Menu):
|
||||
ConfigurationMenu(self.window, self, self.game).display()
|
||||
|
||||
def start_event(self, event) -> typing.Callable:
|
||||
return lambda: EventMenu(self.window, self, self.game, event).display()
|
||||
EventMenu(self.window, self, self.game, event).display()
|
||||
|
||||
def go_cp(self, cp: ControlPoint):
|
||||
if not cp.captured:
|
||||
|
||||
@ -10,6 +10,9 @@ from ui.styles import STYLES
|
||||
from ui.window import *
|
||||
|
||||
|
||||
EVENT_DEPARTURE_MAX_DISTANCE = 250000
|
||||
|
||||
|
||||
class OverviewCanvas:
|
||||
mainmenu = None # type: ui.mainmenu.MainMenu
|
||||
|
||||
@ -29,6 +32,8 @@ class OverviewCanvas:
|
||||
HEIGHT = 600
|
||||
|
||||
started = None
|
||||
selected_event_info = None # type: typing.Tuple[Event, typing.Tuple[int, int]]
|
||||
frontline_vector_cache = None # type: typing.Dict[str, typing.Tuple[Point, int, int]]
|
||||
|
||||
def __init__(self, frame: Frame, parent, game: Game):
|
||||
|
||||
@ -47,8 +52,8 @@ class OverviewCanvas:
|
||||
self.expanded = True
|
||||
|
||||
pygame.font.init()
|
||||
self.font:pygame.font.SysFont = pygame.font.SysFont("arial", 15)
|
||||
self.fontsmall:pygame.font.SysFont = pygame.font.SysFont("arial", 10)
|
||||
self.font: pygame.font.SysFont = pygame.font.SysFont("arial", 15)
|
||||
self.fontsmall: pygame.font.SysFont = pygame.font.SysFont("arial", 10)
|
||||
self.icons = {}
|
||||
|
||||
# Frontline are too heavy on performance to compute in realtime, so keep them in a cache
|
||||
@ -84,7 +89,6 @@ class OverviewCanvas:
|
||||
self.init_sdl_thread()
|
||||
|
||||
def build_map_options_panel(self):
|
||||
|
||||
def force_redraw():
|
||||
if self.screen:
|
||||
self.redraw_required = True
|
||||
@ -130,7 +134,6 @@ class OverviewCanvas:
|
||||
self.thread.join()
|
||||
|
||||
def init_sdl_layer(self):
|
||||
|
||||
# Setup pygame to run in tk frame
|
||||
os.environ['SDL_WINDOWID'] = str(self.embed.winfo_id())
|
||||
if platform.system == "Windows":
|
||||
@ -185,9 +188,7 @@ class OverviewCanvas:
|
||||
print("Stopped SDL app")
|
||||
|
||||
def draw(self):
|
||||
|
||||
try:
|
||||
#self.parent.window.tk.winfo_ismapped()
|
||||
self.embed.winfo_ismapped()
|
||||
self.embed.winfo_manager()
|
||||
except:
|
||||
@ -234,7 +235,6 @@ class OverviewCanvas:
|
||||
self.zoom = 10
|
||||
|
||||
if self.redraw_required:
|
||||
|
||||
# Fill
|
||||
self.screen.fill(self.BACKGROUND)
|
||||
self.overlay.fill(pygame.Color(0, 0, 0, 0))
|
||||
@ -243,7 +243,7 @@ class OverviewCanvas:
|
||||
cursor_pos = pygame.mouse.get_pos()
|
||||
cursor_pos = (
|
||||
cursor_pos[0] / self.zoom - self.scroll[0], cursor_pos[1] / self.zoom - self.scroll[1])
|
||||
self.draw_map(self.surface, self.overlay, cursor_pos, (left_down, right_down))
|
||||
self.draw_map(self.surface, self.overlay, cursor_pos, [left_down, right_down])
|
||||
|
||||
# Scaling
|
||||
scaled = pygame.transform.scale(self.surface, (
|
||||
@ -255,9 +255,7 @@ class OverviewCanvas:
|
||||
|
||||
self.redraw_required = False
|
||||
|
||||
def draw_map(self, surface: pygame.Surface, overlay: pygame.Surface, mouse_pos: (int, int),
|
||||
mouse_down: (bool, bool)):
|
||||
|
||||
def draw_map(self, surface: pygame.Surface, overlay: pygame.Surface, mouse_pos: (int, int), mouse_down: [bool, bool]):
|
||||
self.surface.blit(self.map, (0, 0))
|
||||
|
||||
# Display zoom level on overlay
|
||||
@ -269,8 +267,7 @@ class OverviewCanvas:
|
||||
# pygame.draw.rect(surface, (255, 0, 255), (mouse_pos[0], mouse_pos[1], 5, 5), 2)
|
||||
|
||||
for cp in self.game.theater.controlpoints:
|
||||
|
||||
coords = self.transform_point(cp.position)
|
||||
coords = self._transform_point(cp.position)
|
||||
|
||||
if self.display_ground_targets.get():
|
||||
if cp.captured:
|
||||
@ -278,14 +275,13 @@ class OverviewCanvas:
|
||||
else:
|
||||
color = self._enemy_color()
|
||||
for ground_object in cp.ground_objects:
|
||||
x, y = self.transform_point(ground_object.position)
|
||||
x, y = self._transform_point(ground_object.position)
|
||||
pygame.draw.line(surface, color, coords, (x + 8, y + 8), 1)
|
||||
self.draw_ground_object(ground_object, surface, color, mouse_pos)
|
||||
|
||||
if self.display_road.get():
|
||||
|
||||
for connected_cp in cp.connected_points:
|
||||
connected_coords = self.transform_point(connected_cp.position)
|
||||
connected_coords = self._transform_point(connected_cp.position)
|
||||
if connected_cp.captured != cp.captured:
|
||||
color = self._enemy_color()
|
||||
elif connected_cp.captured and cp.captured:
|
||||
@ -296,15 +292,7 @@ class OverviewCanvas:
|
||||
pygame.draw.line(surface, color, coords, connected_coords, 2)
|
||||
|
||||
if cp.captured and not connected_cp.captured and Conflict.has_frontline_between(cp, connected_cp):
|
||||
|
||||
# Cache mechanism to avoid performing frontline vector computation on every frame
|
||||
key = str(cp.id) + "_" + str(connected_cp.id)
|
||||
if key in self.frontline_vector_cache:
|
||||
frontline = self.frontline_vector_cache[key]
|
||||
else:
|
||||
frontline = Conflict.frontline_vector(cp, connected_cp, self.game.theater)
|
||||
self.frontline_vector_cache[key] = frontline
|
||||
|
||||
frontline = self._frontline_vector(cp, connected_cp)
|
||||
if not frontline:
|
||||
continue
|
||||
|
||||
@ -314,66 +302,79 @@ class OverviewCanvas:
|
||||
frontline_pos = frontline_pos.point_from_heading(heading + 180, 5000)
|
||||
distance = 10000
|
||||
|
||||
start_coords = self.transform_point(frontline_pos, treshold=10)
|
||||
end_coords = self.transform_point(frontline_pos.point_from_heading(heading, distance),
|
||||
treshold=60)
|
||||
start_coords = self._transform_point(frontline_pos, treshold=10)
|
||||
end_coords = self._transform_point(frontline_pos.point_from_heading(heading, distance),
|
||||
treshold=60)
|
||||
|
||||
pygame.draw.line(surface, color, start_coords, end_coords, 4)
|
||||
|
||||
if self.display_bases.get():
|
||||
for cp in self.game.theater.controlpoints:
|
||||
coords = self.transform_point(cp.position)
|
||||
radius = 12 * math.pow(cp.importance, 1)
|
||||
radius_m = radius * cp.base.strength - 2
|
||||
mouse_down = self.draw_bases(mouse_pos, mouse_down)
|
||||
|
||||
if cp.captured:
|
||||
color = self._player_color()
|
||||
mouse_down = self.draw_events(self.surface, mouse_pos, mouse_down)
|
||||
|
||||
if mouse_down[0]:
|
||||
self.selected_event_info = None
|
||||
|
||||
def draw_bases(self, mouse_pos, mouse_down):
|
||||
for cp in self.game.theater.controlpoints:
|
||||
coords = self._transform_point(cp.position)
|
||||
radius = 12 * math.pow(cp.importance, 1)
|
||||
radius_m = radius * cp.base.strength - 2
|
||||
|
||||
if cp.captured:
|
||||
color = self._player_color()
|
||||
else:
|
||||
color = self._enemy_color()
|
||||
|
||||
pygame.draw.circle(self.surface, self.BLACK, (int(coords[0]), int(coords[1])), int(radius))
|
||||
pygame.draw.circle(self.surface, color, (int(coords[0]), int(coords[1])), int(radius_m))
|
||||
|
||||
label = self.font.render(cp.name, self.ANTIALIASING, (225, 225, 225), self.BLACK)
|
||||
labelHover = self.font.render(cp.name, self.ANTIALIASING, (255, 255, 255), (128, 186, 128))
|
||||
labelClick = self.font.render(cp.name, self.ANTIALIASING, (255, 255, 255), (122, 122, 255))
|
||||
|
||||
point = coords[0] - label.get_width() / 2 + 1, coords[1] + 1
|
||||
rect = pygame.Rect(*point, label.get_width(), label.get_height())
|
||||
|
||||
if rect.collidepoint(*mouse_pos):
|
||||
if mouse_down[0]:
|
||||
self.surface.blit(labelClick, (coords[0] - label.get_width() / 2 + 1, coords[1] + 1))
|
||||
self._selected_cp(cp)
|
||||
mouse_down[0] = False
|
||||
else:
|
||||
color = self._enemy_color()
|
||||
self.surface.blit(labelHover, (coords[0] - label.get_width() / 2 + 1, coords[1] + 1))
|
||||
|
||||
pygame.draw.circle(surface, self.BLACK, (int(coords[0]), int(coords[1])), int(radius))
|
||||
pygame.draw.circle(surface, color, (int(coords[0]), int(coords[1])), int(radius_m))
|
||||
self.draw_base_info(self.overlay, cp, (0, 0))
|
||||
if self.selected_event_info and cp.captured and self.selected_event_info[0].location.distance_to_point(cp.position) < EVENT_DEPARTURE_MAX_DISTANCE:
|
||||
pygame.draw.line(self.surface, self.WHITE, point, self.selected_event_info[1])
|
||||
|
||||
label = self.font.render(cp.name, self.ANTIALIASING, (225, 225, 225), self.BLACK)
|
||||
labelHover = self.font.render(cp.name, self.ANTIALIASING, (255, 255, 255), (128, 186, 128))
|
||||
labelClick = self.font.render(cp.name, self.ANTIALIASING, (255, 255, 255), (122, 122, 255))
|
||||
else:
|
||||
self.surface.blit(label, (coords[0] - label.get_width() / 2 + 1, coords[1] + 1))
|
||||
|
||||
rect = pygame.Rect(coords[0] - label.get_width() / 2 + 1, coords[1] + 1, label.get_width(),
|
||||
label.get_height())
|
||||
if self.display_forces.get():
|
||||
units_title = " {} / {} / {} ".format(cp.base.total_planes, cp.base.total_armor, cp.base.total_aa)
|
||||
label2 = self.fontsmall.render(units_title, self.ANTIALIASING, color, (30, 30, 30))
|
||||
self.surface.blit(label2, (coords[0] - label2.get_width() / 2, coords[1] + label.get_height() + 1))
|
||||
|
||||
if rect.collidepoint(mouse_pos):
|
||||
if (mouse_down[0]):
|
||||
surface.blit(labelClick, (coords[0] - label.get_width() / 2 + 1, coords[1] + 1))
|
||||
self.parent.go_cp(cp)
|
||||
else:
|
||||
surface.blit(labelHover, (coords[0] - label.get_width() / 2 + 1, coords[1] + 1))
|
||||
return mouse_down
|
||||
|
||||
self.draw_base_info(overlay, cp, (0, 0))
|
||||
|
||||
else:
|
||||
surface.blit(label, (coords[0] - label.get_width() / 2 + 1, coords[1] + 1))
|
||||
|
||||
if self.display_forces.get():
|
||||
units_title = " {} / {} / {} ".format(cp.base.total_planes, cp.base.total_armor, cp.base.total_aa)
|
||||
label2 = self.fontsmall.render(units_title, self.ANTIALIASING, color, (30, 30, 30))
|
||||
surface.blit(label2, (coords[0] - label2.get_width() / 2, coords[1] + label.get_height() + 1))
|
||||
|
||||
def draw_base_info(self, surface: pygame.Surface, controlPoint: ControlPoint, pos):
|
||||
title = self.font.render(controlPoint.name, self.ANTIALIASING, self.BLACK, self.GREEN)
|
||||
def draw_base_info(self, surface: pygame.Surface, control_point: ControlPoint, pos):
|
||||
title = self.font.render(control_point.name, self.ANTIALIASING, self.BLACK, self.GREEN)
|
||||
hp = self.font.render("Strength : ", self.ANTIALIASING, (225, 225, 225), self.BLACK)
|
||||
|
||||
armor_txt = "ARMOR > "
|
||||
for key, value in controlPoint.base.armor.items():
|
||||
for key, value in control_point.base.armor.items():
|
||||
armor_txt += key.id + " x " + str(value) + " | "
|
||||
armor = self.font.render(armor_txt, self.ANTIALIASING, (225, 225, 225), self.BLACK)
|
||||
|
||||
aircraft_txt = "AIRCRAFT > "
|
||||
for key, value in controlPoint.base.aircraft.items():
|
||||
for key, value in control_point.base.aircraft.items():
|
||||
aircraft_txt += key.id + " x " + str(value) + " | "
|
||||
aircraft = self.font.render(aircraft_txt, self.ANTIALIASING, (225, 225, 225), self.BLACK)
|
||||
|
||||
aa_txt = "AA/SAM > "
|
||||
for key, value in controlPoint.base.aa.items():
|
||||
for key, value in control_point.base.aa.items():
|
||||
aa_txt += key.id + " x " + str(value) + " | "
|
||||
aa = self.font.render(aa_txt, self.ANTIALIASING, (225, 225, 225), self.BLACK)
|
||||
|
||||
@ -396,7 +397,7 @@ class OverviewCanvas:
|
||||
pygame.draw.rect(surface, self.BRIGHT_RED,
|
||||
(pos[0] + hp.get_width() + 5, 4 + pos[1] + lineheight + 5 + 2, 50, lineheight - 4))
|
||||
pygame.draw.rect(surface, self.BRIGHT_GREEN, (
|
||||
pos[0] + hp.get_width() + 5, 4 + pos[1] + lineheight + 5 + 2, 50 * controlPoint.base.strength, lineheight - 4))
|
||||
pos[0] + hp.get_width() + 5, 4 + pos[1] + lineheight + 5 + 2, 50 * control_point.base.strength, lineheight - 4))
|
||||
|
||||
# Text
|
||||
surface.blit(armor, (pos[0] + 4, 4 + pos[1] + lineheight * 2 + 10))
|
||||
@ -404,7 +405,7 @@ class OverviewCanvas:
|
||||
surface.blit(aa, (pos[0] + 4, 4 + pos[1] + lineheight * 4 + 20))
|
||||
|
||||
def draw_ground_object(self, ground_object: TheaterGroundObject, surface: pygame.Surface, color, mouse_pos):
|
||||
x, y = self.transform_point(ground_object.position)
|
||||
x, y = self._transform_point(ground_object.position)
|
||||
rect = pygame.Rect(x, y, 16, 16)
|
||||
|
||||
if ground_object.is_dead:
|
||||
@ -423,7 +424,50 @@ class OverviewCanvas:
|
||||
lb = self.font.render(str(ground_object), self.ANTIALIASING, color, self.BLACK)
|
||||
surface.blit(lb, (pos[0] + 18, pos[1]))
|
||||
|
||||
def transform_point(self, p: Point, treshold=30) -> (int, int):
|
||||
def draw_events(self, surface: pygame.Surface, mouse_pos, mouse_down):
|
||||
location_point_counters = {}
|
||||
|
||||
def _location_to_point(location: Point) -> typing.Tuple[int, int]:
|
||||
nonlocal location_point_counters
|
||||
key = str(location.x) + str(location.y)
|
||||
|
||||
point = self._transform_point(location)
|
||||
point = point[0], point[1] + location_point_counters.get(key, 0) * 40
|
||||
|
||||
location_point_counters[key] = location_point_counters.get(key, 0) + 1
|
||||
return point
|
||||
|
||||
for event in self.game.events:
|
||||
location = event.location
|
||||
if isinstance(event, FrontlinePatrolEvent) or isinstance(event, FrontlineAttackEvent):
|
||||
location = self._frontline_center(event.from_cp, event.to_cp)
|
||||
|
||||
point = _location_to_point(location)
|
||||
rect = pygame.Rect(*point, 30, 30)
|
||||
pygame.draw.rect(surface, self.BLACK, rect)
|
||||
|
||||
if rect.collidepoint(*mouse_pos) or self.selected_event_info == (event, point):
|
||||
line = self.font.render(str(event), self.ANTIALIASING, self.WHITE, self.BLACK)
|
||||
surface.blit(line, rect.center)
|
||||
|
||||
if rect.collidepoint(*mouse_pos):
|
||||
if mouse_down[0]:
|
||||
self.selected_event_info = event, point
|
||||
mouse_down[0] = False
|
||||
|
||||
return mouse_down
|
||||
|
||||
def _selected_cp(self, cp):
|
||||
if self.selected_event_info:
|
||||
event = self.selected_event_info[0]
|
||||
event.departure_cp = cp
|
||||
|
||||
self.selected_event_info = None
|
||||
self.parent.start_event(event)
|
||||
else:
|
||||
self.parent.go_cp(cp)
|
||||
|
||||
def _transform_point(self, p: Point, treshold=30) -> (int, int):
|
||||
point_a = list(self.game.theater.reference_points.keys())[0]
|
||||
point_a_img = self.game.theater.reference_points[point_a]
|
||||
|
||||
@ -448,6 +492,23 @@ class OverviewCanvas:
|
||||
|
||||
return X > treshold and X or treshold, Y > treshold and Y or treshold
|
||||
|
||||
def _frontline_vector(self, from_cp: ControlPoint, to_cp: ControlPoint):
|
||||
# Cache mechanism to avoid performing frontline vector computation on every frame
|
||||
key = str(from_cp.id) + "_" + str(to_cp.id)
|
||||
if key in self.frontline_vector_cache:
|
||||
return self.frontline_vector_cache[key]
|
||||
else:
|
||||
frontline = Conflict.frontline_vector(from_cp, to_cp, self.game.theater)
|
||||
self.frontline_vector_cache[key] = frontline
|
||||
return frontline
|
||||
|
||||
def _frontline_center(self, from_cp: ControlPoint, to_cp: ControlPoint) -> typing.Optional[Point]:
|
||||
frontline_vector = self._frontline_vector(from_cp, to_cp)
|
||||
if frontline_vector:
|
||||
return frontline_vector[0].point_from_heading(frontline_vector[1], frontline_vector[2]/2)
|
||||
else:
|
||||
return None
|
||||
|
||||
def _player_color(self):
|
||||
return self.game.player == "USA" and self.BLUE or self.RED
|
||||
|
||||
|
||||
@ -1,12 +1,16 @@
|
||||
from tkinter import *
|
||||
from tkinter import Menu as TkMenu
|
||||
from tkinter import messagebox
|
||||
|
||||
from .styles import BG_COLOR,BG_TITLE_COLOR
|
||||
from game.game import *
|
||||
from theater import persiangulf, nevada, caucasus, start_generator
|
||||
from .styles import BG_COLOR,BG_TITLE_COLOR
|
||||
from userdata import logging as logging_module
|
||||
|
||||
import sys
|
||||
import webbrowser
|
||||
|
||||
|
||||
class Window:
|
||||
|
||||
image = None
|
||||
@ -84,7 +88,6 @@ class Window:
|
||||
self.build()
|
||||
|
||||
def start_new_game(self, player_name: str, enemy_name: str, terrain: str, sams: bool, midgame: bool, multiplier: float):
|
||||
|
||||
if terrain == "persiangulf":
|
||||
conflicttheater = persiangulf.PersianGulfTheater()
|
||||
elif terrain == "nevada":
|
||||
@ -104,7 +107,7 @@ class Window:
|
||||
game.budget = int(game.budget * multiplier)
|
||||
game.settings.multiplier = multiplier
|
||||
game.settings.sams = sams
|
||||
game.settings.version = "1.4.0"
|
||||
game.settings.version = logging_module.version_string()
|
||||
|
||||
if midgame:
|
||||
game.budget = game.budget * 4 * len(list(conflicttheater.conflicts()))
|
||||
|
||||
@ -35,6 +35,10 @@ def setup_version_string(str):
|
||||
_version_string = str
|
||||
|
||||
|
||||
def version_string():
|
||||
return _version_string
|
||||
|
||||
|
||||
if "--stdout" in sys.argv:
|
||||
logging.basicConfig(stream=sys.stdout, level=logging.INFO)
|
||||
else:
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user