dcs-retribution/ui/eventmenu.py

151 lines
5.6 KiB
Python

from ui.eventresultsmenu import *
from game.game import *
from game import event, db
class EventMenu(Menu):
aircraft_scramble_entries = None # type: typing.Dict[PlaneType , Entry]
aircraft_client_entries = None # type: typing.Dict[PlaneType, Entry]
armor_scramble_entries = None # type: typing.Dict[VehicleType, Entry]
awacs = None # type: IntVar
def __init__(self, window: Window, parent, game: Game, event: event.Event):
super(EventMenu, self).__init__(window, parent, game)
self.event = event
self.aircraft_scramble_entries = {}
self.armor_scramble_entries = {}
self.aircraft_client_entries = {}
if self.event.attacker_name == self.game.player:
self.base = self.event.from_cp.base
else:
self.base = self.event.to_cp.base
self.frame = self.window.right_pane
self.awacs = IntVar()
def display(self):
self.window.clear_right_pane()
row = 0
def label(text, _row=None, _column=None):
nonlocal row
Label(self.frame, text=text).grid(row=_row and _row or row, column=_column and _column or 0)
if _row is None:
row += 1
def scrable_row(unit_type, unit_count):
nonlocal row
Label(self.frame, text="{} ({})".format(db.unit_type_name(unit_type), unit_count)).grid(row=row, sticky=W)
scramble_entry = Entry(self.frame, width=10)
scramble_entry.grid(column=1, row=row)
scramble_entry.insert(0, "0")
self.aircraft_scramble_entries[unit_type] = scramble_entry
client_entry = Entry(self.frame, width=10)
client_entry.grid(column=2, row=row)
client_entry.insert(0, "0")
self.aircraft_client_entries[unit_type] = client_entry
row += 1
def scramble_armor_row(unit_type, unit_count):
nonlocal row
Label(self.frame, text="{} ({})".format(db.unit_type_name(unit_type), unit_count)).grid(row=row, sticky=W)
scramble_entry = Entry(self.frame, width=10)
scramble_entry.insert(0, "0")
scramble_entry.grid(column=1, row=row)
self.armor_scramble_entries[unit_type] = scramble_entry
row += 1
Checkbutton(self.frame, text="AWACS", var=self.awacs).grid(row=row, column=2)
row += 1
label("Aircraft")
if self.base.aircraft:
label("Amount", row, 1)
label("Client slots", row, 2)
row += 1
for unit_type, count in self.base.aircraft.items():
scrable_row(unit_type, count)
if not self.base.total_planes:
label("None")
label("Armor")
for unit_type, count in self.base.armor.items():
scramble_armor_row(unit_type, count)
if not self.base.total_armor:
label("None")
Button(self.frame, text="Commit", command=self.start).grid(column=0, row=row)
Button(self.frame, text="Back", command=self.dismiss).grid(column=2, row=row)
def start(self):
if self.awacs.get() == 1:
self.event.is_awacs_enabled = True
self.game.awacs_expense_commit()
else:
self.event.is_awacs_enabled = False
scrambled_aircraft = {}
scrambled_sweep = {}
scrambled_cas = {}
for unit_type, field in self.aircraft_scramble_entries.items():
value = field.get()
if value and int(value) > 0:
amount = min(int(value), self.base.aircraft[unit_type])
task = db.unit_task(unit_type)
scrambled_aircraft[unit_type] = amount
if task == CAS:
scrambled_cas[unit_type] = amount
elif task == FighterSweep:
scrambled_sweep[unit_type] = amount
scrambled_clients = {}
for unit_type, field in self.aircraft_client_entries.items():
value = field.get()
if value and int(value) > 0:
amount = int(value)
scrambled_clients[unit_type] = amount
scrambled_armor = {}
for unit_type, field in self.armor_scramble_entries.items():
value = field.get()
if value and int(value) > 0:
scrambled_armor[unit_type] = int(value)
if type(self.event) is CaptureEvent:
e = self.event # type: CaptureEvent
if self.game.is_player_attack(self.event):
e.player_attacking(cas=scrambled_cas,
escort=scrambled_sweep,
armor=scrambled_armor,
clients=scrambled_clients)
else:
e.player_defending(interceptors=scrambled_aircraft,
clients=scrambled_clients)
elif type(self.event) is InterceptEvent:
e = self.event # type: InterceptEvent
if self.game.is_player_attack(self.event):
e.player_attacking(interceptors=scrambled_aircraft,
clients=scrambled_clients)
else:
e.player_defending(escort=scrambled_aircraft,
clients=scrambled_clients)
elif type(self.event) is GroundInterceptEvent:
e = self.event # type: GroundInterceptEvent
e.player_attacking(strikegroup=scrambled_aircraft, clients=scrambled_clients)
self.game.initiate_event(self.event)
EventResultsMenu(self.window, self.parent, self.game, self.event).display()