from tkinter.ttk import * from ui.window import * from game.game import * from userdata.debriefing import * from .styles import STYLES 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.frame.grid_rowconfigure(0, weight=0) self.event = event self.finished = False wait_for_debriefing(callback=self.process_debriefing) def display(self): self.window.clear_right_pane() row = 0 def header(text, style="strong"): nonlocal row head = Frame(self.frame, **STYLES["header"]) head.grid(row=row, column=0, sticky=N + EW, columnspan=2, pady=(0, 10)) Label(head, text=text, **STYLES[style]).grid() row += 1 def label(text, style="widget"): nonlocal row Label(self.frame, text=text, **STYLES[style]).grid(row=row, column=0, sticky=NW, columnspan=2) row += 1 if not self.finished: header("You are clear for takeoff!") label("In DCS, open and play the mission:") label("liberation_nextturn", "italic") label("or") label("liberation_nextturn_quick", "italic") header("Then save the debriefing to the folder:") label(debriefing_directory_location(), "italic") header("Waiting for results...") pg = Progressbar(self.frame, orient="horizontal", length=200, mode="determinate") pg.grid(row=row, column=0, columnspan=2, sticky=EW, pady=5, padx=5) pg.start(10) row += 1 """ Label(self.frame, text="Cheat operation results: ", **STYLES["strong"]).grid(column=0, row=row, columnspan=2, sticky=NSEW, pady=5) row += 1 Button(self.frame, text="full enemy losses", command=self.simulate_result(0, 1), **STYLES["btn-warning"]).grid(column=0, row=row, padx=5, pady=5) Button(self.frame, text="full player losses", command=self.simulate_result(1, 0), **STYLES["btn-warning"]).grid(column=1, row=row, padx=5, pady=5) row += 1 Button(self.frame, text="some enemy losses", command=self.simulate_result(0, 0.8), **STYLES["btn-warning"]).grid(column=0, row=row, padx=5, pady=5) Button(self.frame, text="some player losses", command=self.simulate_result(0.8, 0), **STYLES["btn-warning"]).grid(column=1, row=row, padx=5, pady=5) row += 1 """ else: row = 0 if self.event.is_successfull(self.debriefing): header("Operation success", "title-green") else: header("Operation failed", "title-red") header("Player losses") for unit_type, count in self.player_losses.items(): Label(self.frame, text=db.unit_type_name(unit_type), **STYLES["widget"]).grid(row=row) Label(self.frame, text="{}".format(count), **STYLES["widget"]).grid(column=1, row=row) row += 1 header("Enemy losses") if self.debriefing.destroyed_objects: Label(self.frame, text="Ground assets", **STYLES["widget"]).grid(row=row) Label(self.frame, text="{}".format(len(self.debriefing.destroyed_objects)), **STYLES["widget"]).grid(column=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), **STYLES["widget"]).grid(row=row) Label(self.frame, text="{}".format(count), **STYLES["widget"]).grid(column=1, row=row) row += 1 Button(self.frame, text="Okay", command=self.dismiss, **STYLES["btn-primary"]).grid(columnspan=1, row=row) row += 1 def process_debriefing(self, debriefing: Debriefing): self.debriefing = debriefing debriefing.calculate_units(regular_mission=self.event.operation.regular_mission, quick_mission=self.event.operation.quick_mission, player_country=self.game.player_country, enemy_country=self.game.enemy_country) 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_country, {}) self.enemy_losses = debriefing.destroyed_units.get(self.game.enemy_country, {}) self.display() def simulate_result(self, player_factor: float, enemy_factor: float): def action(): debriefing = Debriefing({}) def count(country: Country) -> typing.Dict[UnitType, int]: result = {} for g in country.plane_group + country.vehicle_group + country.helicopter_group + country.ship_group: group = g # type: Group for unit in group.units: 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 if unit_type in db.EXTRA_AA.values(): continue result[unit_type] = result.get(unit_type, 0) + 1 return result player = self.event.operation.mission.country(self.game.player_country) enemy = self.event.operation.mission.country(self.game.enemy_country) 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 = { 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_country, {}) self.enemy_losses = debriefing.destroyed_units.get(self.game.enemy_country, {}) self.game.finish_event(self.event, debriefing) self.display() self.game.pass_turn() return action