dcs-retribution/ui/eventresultsmenu.py

135 lines
6.0 KiB
Python

from tkinter.ttk import *
from ui.window import *
from game.game import *
from userdata.debriefing 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:
Label(self.frame, text="Play the mission and save debriefing to").grid(row=0, column=0)
Label(self.frame, text=debriefing_directory_location()).grid(row=1, column=0)
"""
For debugging purposes
"""
row = 3
Separator(self.frame, orient=HORIZONTAL).grid(row=row, sticky=EW); row += 1
Label(self.frame, text="Cheat operation results: ").grid(row=row); row += 1
Button(self.frame, text="full enemy losses", command=self.simulate_result(0, 1)).grid(row=row); row += 1
Button(self.frame, text="full player losses", command=self.simulate_result(1, 0)).grid(row=row); row += 1
Button(self.frame, text="some enemy losses", command=self.simulate_result(0, 0.8)).grid(row=row); row += 1
Button(self.frame, text="some player losses", command=self.simulate_result(0.8, 0)).grid(row=row); row += 1
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():
if count == 0:
continue
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):
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