import pickle from ui.basemenu import * from ui.overviewcanvas import * from ui.configurationmenu import * from game.game import * from userdata import persistency class MainMenu(Menu): basemenu = None # type: BaseMenu def __init__(self, window: Window, parent, game: Game): super(MainMenu, self).__init__(window, parent, game) self.upd = OverviewCanvas(self.window.left_pane, self, game) self.upd.update() self.frame = self.window.right_pane self.frame.grid_columnconfigure(0, weight=1) def display(self): persistency.save_game(self.game) self.window.clear_right_pane() self.upd.update() row = 1 def label(text): nonlocal row Label(self.frame, text=text).grid(row=row, sticky=NW) row += 1 def event_button(event): nonlocal row Message(self.frame, text="{}{}".format( event.defender_name == self.game.player and "Enemy attacking: " or "", event ), aspect=800).grid(column=0, row=row, sticky=NW) Button(self.frame, text=">", command=self.start_event(event)).grid(column=0, row=row, sticky=NE+S) row += 1 Separator(self.frame, orient='horizontal').grid(row=row, sticky=EW); row += 1 Button(self.frame, text="Configuration", command=self.configuration_menu).grid(column=0, row=0, sticky=NE) Button(self.frame, text="Pass turn", command=self.pass_turn).grid(column=0, row=0, sticky=NW) Label(self.frame, text="Budget: {}m (+{}m)".format(self.game.budget, self.game.budget_reward_amount)).grid(column=0, row=0, sticky=N) Separator(self.frame, orient='horizontal').grid(row=row, sticky=EW); row += 1 events = self.game.events events.sort(key=lambda x: x.informational and 2 or (self.game.is_player_attack(x) and 1 or 0)) for event in events: if event.informational: label(str(event)) else: event_button(event) def pass_turn(self): self.game.pass_turn(no_action=True) self.display() def configuration_menu(self): ConfigurationMenu(self.window, self, self.game).display() def start_event(self, event) -> typing.Callable: return lambda: EventMenu(self.window, self, self.game, event).display() def go_cp(self, cp: ControlPoint): if not cp.captured: return if self.basemenu: self.basemenu.dismiss() self.basemenu = None self.basemenu = BaseMenu(self.window, self, self.game, cp) self.basemenu.display()