from tkinter.ttk import * from ui.window import * from game.game import * from userdata.debriefing import * 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): super(EventResultsMenu, self).__init__(window, parent, game) self.frame = window.right_pane self.event = event self.finished = False wait_for_debriefing(callback=self.process_debriefing) def display(self): 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) else: row = 0 if self.event.is_successfull(self.debriefing): Label(self.frame, text="Operation success").grid(row=row, columnspan=1); row += 1 else: Label(self.frame, text="Operation failed").grid(row=row, columnspan=1); row += 1 Separator(self.frame, orient='horizontal').grid(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(row=row) Label(self.frame, text="{}".format(count)).grid(column=1, row=row) row += 1 Separator(self.frame, orient='horizontal').grid(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(): if count == 0: continue Label(self.frame, text=db.unit_type_name(unit_type)).grid(row=row) Label(self.frame, text="{}".format(count)).grid(column=1, row=row) row += 1 Button(self.frame, text="Okay", command=self.dismiss).grid(columnspan=1, row=row); row += 1 def process_debriefing(self, debriefing: Debriefing): self.debriefing = debriefing debriefing.calculate_alive_units(mission=self.event.operation.mission, player_name=self.game.player, enemy_name=self.game.enemy) self.game.finish_event(event=self.event, debriefing=debriefing) self.game.pass_turn(ignored_cps=[self.event.to_cp, ]) self.finished = True self.player_losses = debriefing.destroyed_units.get(self.game.player, {}) self.enemy_losses = debriefing.destroyed_units.get(self.game.enemy, {}) self.display() def simulate_result(self, player_factor: float, enemy_factor: float): 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.unit_type] = result.get(unit.unit_type, 0) + 1 * mult 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 self.player_losses = count_planes(player_planes, player_factor) self.enemy_losses = count_planes(enemy_planes, enemy_factor) debriefing.destroyed_units = { self.game.player: self.player_losses, self.game.enemy: self.enemy_losses, } self.finished = True self.debriefing = debriefing self.game.finish_event(self.event, debriefing) self.display() self.game.pass_turn() return action