prompt window with logs on raised exception; minor UI updates; minor fixes

This commit is contained in:
Vasyl Horbachenko
2018-07-29 04:16:39 +03:00
parent 73d4a2d414
commit 9dbc9a8a56
25 changed files with 146 additions and 57 deletions

View File

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