dcs-retribution/ui/basemenu.py

94 lines
3.8 KiB
Python

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