dcs-retribution/ui/eventresultsmenu.py
2018-09-10 01:38:50 +03:00

177 lines
7.4 KiB
Python

from tkinter.ttk import *
from ui.window import *
from game.game import *
from userdata.debriefing import *
from .styles import STYLES
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.frame.grid_rowconfigure(0, weight=0)
self.event = event
self.finished = False
wait_for_debriefing(callback=self.process_debriefing)
def display(self):
self.window.clear_right_pane()
row = 0
def header(text, style="strong"):
nonlocal row
head = Frame(self.frame, **STYLES["header"])
head.grid(row=row, column=0, sticky=N + EW, columnspan=2, pady=(0, 10))
Label(head, text=text, **STYLES[style]).grid()
row += 1
def label(text, style="widget"):
nonlocal row
Label(self.frame, text=text, **STYLES[style]).grid(row=row, column=0, sticky=NW, columnspan=2)
row += 1
if not self.finished:
header("You are clear for takeoff!")
label("In DCS, open and play the mission:")
label("liberation_nextturn", "italic")
label("or")
label("liberation_nextturn_quick", "italic")
header("Then save the debriefing to the folder:")
label(debriefing_directory_location(), "italic")
header("Waiting for results...")
pg = Progressbar(self.frame, orient="horizontal", length=200, mode="determinate")
pg.grid(row=row, column=0, columnspan=2, sticky=EW, pady=5, padx=5)
pg.start(10)
row += 1
Label(self.frame, text="Cheat operation results: ", **STYLES["strong"]).grid(column=0, row=row,
columnspan=2, sticky=NSEW,
pady=5)
row += 1
Button(self.frame, text="full enemy losses", command=self.simulate_result(0, 1),
**STYLES["btn-warning"]).grid(column=0, row=row, padx=5, pady=5)
Button(self.frame, text="full player losses", command=self.simulate_result(1, 0),
**STYLES["btn-warning"]).grid(column=1, row=row, padx=5, pady=5)
row += 1
Button(self.frame, text="some enemy losses", command=self.simulate_result(0, 0.8),
**STYLES["btn-warning"]).grid(column=0, row=row, padx=5, pady=5)
Button(self.frame, text="some player losses", command=self.simulate_result(0.8, 0),
**STYLES["btn-warning"]).grid(column=1, row=row, padx=5, pady=5)
row += 1
else:
row = 0
if self.event.is_successfull(self.debriefing):
header("Operation success", "title-green")
else:
header("Operation failed", "title-red")
header("Player losses")
for unit_type, count in self.player_losses.items():
Label(self.frame, text=db.unit_type_name(unit_type), **STYLES["widget"]).grid(row=row)
Label(self.frame, text="{}".format(count), **STYLES["widget"]).grid(column=1, row=row)
row += 1
header("Enemy losses")
if self.debriefing.destroyed_objects:
Label(self.frame, text="Ground assets", **STYLES["widget"]).grid(row=row)
Label(self.frame, text="{}".format(len(self.debriefing.destroyed_objects)), **STYLES["widget"]).grid(column=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), **STYLES["widget"]).grid(row=row)
Label(self.frame, text="{}".format(count), **STYLES["widget"]).grid(column=1, row=row)
row += 1
Button(self.frame, text="Okay", command=self.dismiss, **STYLES["btn-primary"]).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