mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
181 lines
7.6 KiB
Python
181 lines
7.6 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(regular_mission=self.event.operation.regular_mission,
|
|
quick_mission=self.event.operation.quick_mission,
|
|
player_country=self.game.player_country,
|
|
enemy_country=self.game.enemy_country)
|
|
|
|
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_country, {})
|
|
self.enemy_losses = debriefing.destroyed_units.get(self.game.enemy_country, {})
|
|
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_country)
|
|
enemy = self.event.operation.mission.country(self.game.enemy_country)
|
|
|
|
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_country, {})
|
|
self.enemy_losses = debriefing.destroyed_units.get(self.game.enemy_country, {})
|
|
|
|
self.game.finish_event(self.event, debriefing)
|
|
self.display()
|
|
self.game.pass_turn()
|
|
|
|
return action
|