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https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
prompt window with logs on raised exception; minor UI updates; minor fixes
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@@ -22,21 +22,20 @@ class EventResultsMenu(Menu):
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self.window.clear_right_pane()
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if not self.finished:
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"""
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For debugging purposes
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Button(self.frame, text="no losses, succ", command=self.simulate_result(0, 1)).grid()
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Button(self.frame, text="no losses, fail", command=self.simulate_result(0, 1)).grid(row=1, column=1)
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Button(self.frame, text="half losses, succ", command=self.simulate_result(0.5, 0.5)).grid(row=2, )
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Button(self.frame, text="half losses, fail", command=self.simulate_result(0.5, 0.5)).grid(row=2, column=1)
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Button(self.frame, text="full losses, succ", command=self.simulate_result(1, 0)).grid(row=3, )
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Button(self.frame, text="full losses, fail", command=self.simulate_result(1, 0)).grid(row=3, column=1)
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"""
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Label(self.frame, text="Play the mission and save debriefing to").grid(row=0, column=0)
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Label(self.frame, text=debriefing_directory_location()).grid(row=1, column=0)
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"""
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For debugging purposes
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"""
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row = 3
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Separator(self.frame, orient=HORIZONTAL).grid(row=row, sticky=EW); row += 1
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Label(self.frame, text="Cheat operation results: ").grid(row=row); row += 1
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Button(self.frame, text="full enemy losses", command=self.simulate_result(0, 1)).grid(row=row); row += 1
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Button(self.frame, text="full player losses", command=self.simulate_result(1, 0)).grid(row=row); row += 1
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Button(self.frame, text="some enemy losses", command=self.simulate_result(0, 0.8)).grid(row=row); row += 1
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Button(self.frame, text="some player losses", command=self.simulate_result(0.8, 0)).grid(row=row); row += 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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@@ -81,27 +80,53 @@ class EventResultsMenu(Menu):
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def action():
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debriefing = Debriefing({})
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def count_planes(groups: typing.List[FlyingGroup], mult: float) -> typing.Dict[UnitType, int]:
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def count(country: Country) -> typing.Dict[UnitType, int]:
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result = {}
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for group in groups:
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for g in country.plane_group + country.vehicle_group + country.helicopter_group + country.ship_group:
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group = g # type: Group
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for unit in group.units:
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result[unit.unit_type] = result.get(unit.unit_type, 0) + 1 * mult
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unit_type = None
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if isinstance(unit, Vehicle):
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unit_type = vehicle_map[unit.type]
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elif isinstance(unit, Ship):
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unit_type = ship_map[unit.type]
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else:
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unit_type = unit.unit_type
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return {x: math.ceil(y) for x, y in result.items() if y >= 1}
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if unit_type in db.EXTRA_AA.values():
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continue
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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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result[unit_type] = result.get(unit_type, 0) + 1
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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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return result
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player = self.event.operation.mission.country(self.game.player)
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enemy = self.event.operation.mission.country(self.game.enemy)
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alive_player_units = count(player)
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alive_enemy_units = count(enemy)
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destroyed_player_units = db.unitdict_restrict_count(alive_player_units, math.ceil(sum(alive_player_units.values()) * player_factor))
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destroyed_enemy_units = db.unitdict_restrict_count(alive_enemy_units, math.ceil(sum(alive_enemy_units.values()) * enemy_factor))
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alive_player_units = {k: v - destroyed_player_units.get(k, 0) for k, v in alive_player_units.items()}
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alive_enemy_units = {k: v - destroyed_enemy_units.get(k, 0) for k, v in alive_enemy_units.items()}
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debriefing.alive_units = {
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enemy.name: alive_enemy_units,
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player.name: alive_player_units,
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}
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debriefing.destroyed_units = {
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self.game.player: self.player_losses,
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self.game.enemy: self.enemy_losses,
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player.name: destroyed_player_units,
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enemy.name: destroyed_enemy_units,
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}
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self.finished = True
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self.debriefing = debriefing
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self.player_losses = debriefing.destroyed_units.get(self.game.player, {})
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self.enemy_losses = debriefing.destroyed_units.get(self.game.enemy, {})
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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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