dcs-retribution/ui/eventresultsmenu.py
2018-06-13 02:42:44 +03:00

100 lines
4.5 KiB
Python

from tkinter.ttk import *
from ui.window import *
from game.game 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:
Button(self.frame, text="no losses, succ", command=self.simulate_result(0, 1)).grid()
Button(self.frame, text="no losses, fail", command=self.simulate_result(0, 1)).grid(row=1, column=1)
Button(self.frame, text="half losses, succ", command=self.simulate_result(0.5, 0.5)).grid(row=2, )
Button(self.frame, text="half losses, fail", command=self.simulate_result(0.5, 0.5)).grid(row=2, column=1)
Button(self.frame, text="full losses, succ", command=self.simulate_result(1, 0)).grid(row=3, )
Button(self.frame, text="full losses, fail", command=self.simulate_result(1, 0)).grid(row=3, column=1)
Label(self.frame, text="Play the mission and save debriefing to {}".format(debriefing_directory_location())).grid(row=0, column=0)
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():
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):
debriefing.calculate_destroyed_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()
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_planes(groups: typing.List[FlyingGroup], mult: float) -> typing.Dict[UnitType, int]:
result = {}
for group in groups:
for unit in group.units:
result[unit.unit_type] = result.get(unit.unit_type, 0) + 1 * mult
return {x: math.ceil(y) for x, y in result.items() if y >= 1}
player_planes = self.event.operation.mission.country(self.game.player).plane_group
enemy_planes = self.event.operation.mission.country(self.game.enemy).plane_group
self.player_losses = count_planes(player_planes, player_factor)
self.enemy_losses = count_planes(enemy_planes, enemy_factor)
debriefing.destroyed_units = {
self.game.player: self.player_losses,
self.game.enemy: self.enemy_losses,
}
self.finished = True
self.debriefing = debriefing
self.game.finish_event(self.event, debriefing)
self.display()
self.game.pass_turn()
return action