mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
94 lines
3.8 KiB
Python
94 lines
3.8 KiB
Python
from ui.eventmenu import *
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from game.game import *
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class BaseMenu(Menu):
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bought_amount_labels = None # type: typing.Collection[Label]
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budget_label = None # type: Label
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def __init__(self, window: Window, parent, game: Game, cp: ControlPoint):
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super(BaseMenu, self).__init__(window, parent, game)
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self.cp = cp
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self.base = cp.base
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self.frame = window.right_pane
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self.event = self.game.units_delivery_event(cp)
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self.bought_amount_labels = {}
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def display(self):
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self.window.clear_right_pane()
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row = 0
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def purchase_row(unit_type, unit_price):
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nonlocal row
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existing_units = self.base.total_units_of_type(unit_type)
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scheduled_units = self.event.units.get(unit_type, 0)
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Label(self.frame, text="{}".format(db.unit_type_name(unit_type))).grid(row=row, sticky=W)
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label = Label(self.frame, text="({})".format(existing_units))
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self.bought_amount_labels[unit_type] = label
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label.grid(column=1, row=row)
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Label(self.frame, text="{}m".format(unit_price)).grid(column=2, row=row)
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Button(self.frame, text="+", command=self.buy(unit_type)).grid(column=3, row=row)
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Button(self.frame, text="-", command=self.sell(unit_type)).grid(column=4, row=row)
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row += 1
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units = {
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PinpointStrike: db.find_unittype(PinpointStrike, self.game.player),
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Embarking: db.find_unittype(Embarking, self.game.player),
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CAS: db.find_unittype(CAS, self.game.player),
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CAP: db.find_unittype(CAP, self.game.player),
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AirDefence: db.find_unittype(AirDefence, self.game.player),
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}
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self.budget_label = Label(self.frame, text="Budget: {}m".format(self.game.budget))
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self.budget_label.grid(row=row, sticky=W)
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Button(self.frame, text="Back", command=self.dismiss).grid(column=4, row=row)
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row += 1
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for task_type, units in units.items():
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Label(self.frame, text="{}".format(db.task_name(task_type))).grid(row=row, columnspan=5); row += 1
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units = list(set(units))
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units.sort(key=lambda x: db.PRICES[x])
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for unit_type in units:
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purchase_row(unit_type, db.PRICES[unit_type])
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def dismiss(self):
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if sum([x for x in self.event.units.values()]) == 0:
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self.game.units_delivery_remove(self.event)
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super(BaseMenu, self).dismiss()
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def buy(self, unit_type):
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def action():
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price = db.PRICES[unit_type]
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if self.game.budget >= price:
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self.event.deliver({unit_type: 1})
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self.game.budget -= price
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label = self.bought_amount_labels[unit_type] # type: Label
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label["text"] = "({}, bought {})".format(self.cp.base.total_units_of_type(unit_type), self.event.units[unit_type])
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self.budget_label["text"] = "Budget: {}m".format(self.game.budget)
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return action
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def sell(self, unit_type):
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def action():
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if self.event.units.get(unit_type, 0) > 0:
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price = db.PRICES[unit_type]
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self.game.budget += price
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self.event.units[unit_type] = self.event.units[unit_type] - 1
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if self.event.units[unit_type] == 0:
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del self.event.units[unit_type]
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elif self.base.total_units_of_type(unit_type) > 0:
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price = db.PRICES[unit_type]
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self.game.budget += price
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self.base.commit_losses({unit_type: 1})
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label = self.bought_amount_labels[unit_type] # type: Label
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label["text"] = "({}, bought {})".format(self.cp.base.total_units_of_type(unit_type), self.event.units[unit_type])
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self.budget_label["text"] = "Budget: {}m".format(self.game.budget)
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return action |