game loop; player budget; enemy progression; GUI WIP

This commit is contained in:
Vasyl Horbachenko
2018-06-01 22:39:12 +03:00
committed by Vasiliy Horbachenko
parent 4cd3c24b49
commit ad4d183972
23 changed files with 906 additions and 129 deletions

0
ui/__init__.py Normal file
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ui/basemenu.py Normal file
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from shop import db
from tkinter import *
from ui.window import *
from ui.eventmenu import *
from game.game import *
class BaseMenu:
def __init__(self, window: Window, parent, game: Game, base: Base):
self.window = window
self.frame = window.right_pane
self.parent = parent
self.game = game
self.base = base
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):
self.window.clear_right_pane()
row = 0
def purchase_row(unit_type, unit_price):
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)
row += 1
units = {
CAP: db.find_unittype(CAP, self.game.player),
CAS: db.find_unittype(CAS, self.game.player),
FighterSweep: db.find_unittype(FighterSweep, self.game.player),
AirDefence: db.find_unittype(AirDefence, self.game.player),
}
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)
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
for unit_type in units:
purchase_row(unit_type, db.PRICES[unit_type])

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ui/eventmenu.py Normal file
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from tkinter import *
from ui.window import *
from ui.eventresultsmenu import *
from game.game import *
from game import event
class EventMenu:
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
self.event = event
self.game = game
self.aircraft_scramble_entries = {}
self.armor_scramble_entries = {}
self.update()
def start(self):
scrambled_aircraft = {}
scrambled_sweep = {}
scrambled_cas = {}
for unit_type, field in self.aircraft_scramble_entries.items():
value = field.get()
if value and int(value) > 0:
amount = int(value)
task = db.unit_task(unit_type)
scrambled_aircraft[unit_type] = amount
if task == CAS:
scrambled_cas[unit_type] = amount
elif task == FighterSweep:
scrambled_sweep[unit_type] = amount
scrambled_armor = {}
for unit_type, field in self.armor_scramble_entries.items():
value = field.get()
if value and int(value) > 0:
scrambled_armor[unit_type] = int(value)
if type(self.event) is CaptureEvent:
e = self.event # type: CaptureEvent
if self.game.is_player_attack(self.event):
e.player_attacking(cas=scrambled_cas,
escort=scrambled_sweep,
armor=scrambled_armor)
else:
e.player_defending(interceptors=scrambled_aircraft)
elif type(self.event) is InterceptEvent:
e = self.event # type: InterceptEvent
if self.game.is_player_attack(self.event):
e.player_attacking(interceptors=scrambled_aircraft)
else:
e.player_defending(escort=scrambled_aircraft)
elif type(self.event) is GroundInterceptEvent:
e = self.event # type: GroundInterceptEvent
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)
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)

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ui/eventresultsmenu.py Normal file
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import math
from tkinter import *
from ui.window import *
from userdata.debriefing_parser import *
from game.game import *
from game import event
class EventResultsMenu:
def __init__(self, window: Window, parent, game: Game, event: Event):
self.window = window
self.frame = window.right_pane
self.parent = parent
self.game = game
self.event = event
self.update()
def simulate_result(self, player_factor: float, enemy_factor: float, result: bool):
def action():
debriefing = Debriefing()
def count_planes(groups: typing.List[FlyingGroup], mult: float) -> typing.Dict[UnitType, int]:
result = {}
for group in groups:
for unit in group.units:
result[unit.type] = result.get(unit.type, 0) + 1 * mult
return {x: math.floor(y) for x, y in result.items()}
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)
debriefing.destroyed_units = {
self.game.player: player_losses,
self.game.enemy: enemy_losses,
}
self.game.finish_event(self.event, debriefing)
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)

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ui/mainmenu.py Normal file
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from tkinter import *
from tkinter.ttk import *
from ui.window import *
from ui.eventmenu import *
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
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):
self.window.clear_right_pane()
row = 1
def label(text):
nonlocal row
Label(self.frame, text=text).grid(column=0, row=row, sticky=NW)
row += 1
def event_button(event, text):
nonlocal row
Button(self.frame, text=text, command=self.start_event(event)).grid(column=0, row=row, sticky=N)
row += 1
def cp_button(cp):
nonlocal row
title = "{}{}{}{}".format(
cp.name,
"^" * cp.base.total_planes,
"." * cp.base.total_armor,
"*" * cp.base.total_aa)
Button(self.frame, text=title, command=self.go_cp(cp)).grid(column=0, row=row, sticky=NW)
row += 1
Button(self.frame, text="Pass turn", command=self.pass_turn).grid(column=0, row=row, sticky=N); row += 1
label("Budget: {}m".format(self.game.budget))
for event in self.game.events:
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
for cp in self.game.theater.player_points():
cp_button(cp)
Separator(self.frame, orient='horizontal').grid(column=0, row=row, sticky=EW); row += 1
for cp in self.game.theater.enemy_bases():
title = "[{}] {}{}{}{}".format(
int(cp.base.strength * 10),
cp.name,
"^" * cp.base.total_planes,
"." * cp.base.total_armor,
"*" * cp.base.total_aa)
Label(self.frame, text=title).grid(column=0, row=row, sticky=NE)
row += 1

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ui/window.py Normal file
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from tkinter import *
class Window:
image = None
left_pane = None # type: Frame
right_pane = None # type: Frame
def __init__(self):
self.tk = Tk()
self.tk.grid_columnconfigure(0, weight=1)
self.tk.grid_rowconfigure(0, weight=1)
self.frame = Frame(self.tk)
self.frame.grid(column=0, row=0, sticky=NSEW)
self.frame.grid_columnconfigure(0, minsize=300)
self.frame.grid_columnconfigure(1, minsize=300)
self.frame.grid_columnconfigure(0, weight=0)
self.frame.grid_columnconfigure(1, weight=1)
self.frame.grid_rowconfigure(0, weight=1)
self.left_pane = Frame(self.frame)
self.left_pane.grid(column=0, row=0, sticky=NSEW)
self.right_pane = Frame(self.frame)
self.right_pane.grid(column=1, row=0, sticky=NSEW)
self.tk.focus()
def clear_right_pane(self):
for x in self.right_pane.winfo_children():
x.grid_remove()
def clear(self):
for x in self.left_pane.winfo_children():
x.grid_remove()
for x in self.right_pane.winfo_children():
x.grid_remove()
def run(self):
self.tk.mainloop()