mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
135 lines
6.0 KiB
Python
135 lines
6.0 KiB
Python
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:
|
|
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):
|
|
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_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(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)
|
|
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 = {
|
|
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()
|
|
|
|
return action
|