mirror of
https://github.com/dcs-liberation/dcs_liberation.git
synced 2025-11-10 14:22:26 +00:00
game loop; player budget; enemy progression; GUI WIP
This commit is contained in:
parent
4cd3c24b49
commit
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2
.idea/dcs_pmcliberation.iml
generated
2
.idea/dcs_pmcliberation.iml
generated
@ -4,7 +4,7 @@
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<content url="file://$MODULE_DIR$">
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<excludeFolder url="file://$MODULE_DIR$/venv" />
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</content>
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<orderEntry type="jdk" jdkName="Python 3.6 (venv)" jdkType="Python SDK" />
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<orderEntry type="jdk" jdkName="Python 3.6" jdkType="Python SDK" />
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<orderEntry type="sourceFolder" forTests="false" />
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</component>
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<component name="TestRunnerService">
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2
.idea/misc.xml
generated
2
.idea/misc.xml
generated
@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.6 (venv)" project-jdk-type="Python SDK" />
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<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.6" project-jdk-type="Python SDK" />
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</project>
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110
__init__.py
110
__init__.py
@ -5,71 +5,87 @@ import os
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import gen
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import theater.caucasus
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import game.mission
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import game.operation
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import ui.window
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import ui.mainmenu
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from game.game import Game
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from theater.controlpoint import *
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from dcs.planes import *
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from dcs.vehicles import *
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m = dcs.Mission()
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theater = theater.caucasus.CaucasusTheater()
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theater.kutaisi.base.aircraft = {
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A_10C: 4,
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F_15C: 4,
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A_10C: 2,
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}
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theater.kutaisi.base.armor = {
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Armor.MBT_M1A2_Abrams: 4,
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}
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g = Game(theater=theater)
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theater.senaki.base.aircraft = {
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MiG_21Bis: 8,
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}
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w = ui.window.Window()
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m = ui.mainmenu.MainMenu(g, w)
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theater.senaki.base.armor = {
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Armor.MBT_T_55: 6,
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}
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w.run()
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theater.senaki.base.aa = {
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AirDefence.AAA_ZU_23_on_Ural_375: 2,
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}
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op = game.mission.InterceptOperation(
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mission=m,
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attacker=m.country("USA"),
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defender=m.country("Russia"),
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destination=theater.batumi,
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destination_port=m.terrain.batumi(),
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escort={Su_27: 2},
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transport={An_26B: 2},
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interceptors={M_2000C: 2}
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)
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"""
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selected_cp = None # type: ControlPoint
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while True:
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ptr = 0
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op = game.mission.GroundInterceptOperation(
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mission=m,
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attacker=m.country("USA"),
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defender=m.country("Russia"),
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position=m.terrain.batumi().position,
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target={Unarmed.Transport_ZIL_4331: 10},
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strikegroup={A_10C: 2}
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)
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print("Budget: {}m".format(g.budget))
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op = game.mission.CaptureOperation(
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mission=m,
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attacker=m.country("USA"),
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defender=m.country("Russia"),
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from_cp=theater.senaki,
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to_cp=theater.batumi,
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cas={A_10C: 2},
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escort={F_15C: 2},
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attack={Armor.MBT_M1A2_Abrams: 4},
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intercept={Su_27: 4},
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defense={Armor.MBT_T_55: 4},
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aa={AirDefence.AAA_ZU_23_Insurgent_on_Ural_375: 3})
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op.generate()
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if selected_cp is None:
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print("Events:")
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for event in g.events:
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ptr += 1
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print("{}. {} {}".format(ptr, event.attacker != g.side and "!" or " ", event))
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print("Control Points:")
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controlpoints = g.theater.controlpoints
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controlpoints.sort(key=lambda x: x.captured)
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for cp in g.theater.controlpoints:
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ptr += 1
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print("{}. [{}{}] {}{}{}{}".format(
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ptr,
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cp.captured and "x" or " ",
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int(cp.base.readiness * 10),
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cp.name,
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"^" * cp.base.total_planes,
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"." * cp.base.total_armor,
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"*" * cp.base.total_aa))
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events_boundary = len(g.events)
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try:
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selected_idx = int(input(">").strip()) - 1
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except:
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continue
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if selected_idx == -1:
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g.pass_turn()
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continue
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if selected_idx < events_boundary:
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event = g.events[selected_idx]
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else:
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selected_cp = controlpoints[selected_idx - events_boundary]
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else:
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print("Units on the base: ")
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for unit, count in selected_cp.base.all_units:
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print("{} ({}) ".format(unit.name and unit.name or unit.id, count), end="")
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print("")
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try:
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selected_idx = int(input(">").strip()) - 1
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except:
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continue
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if selected_idx == -1:
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selected_cp = None
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if not os.path.exists("./build"):
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os.mkdir("./build")
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m.save("build/output.miz")
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"""
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180
game/event.py
180
game/event.py
@ -1,55 +1,185 @@
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import typing
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import random
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import math
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import dcs
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from theater.controlpoint import *
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from .mission import *
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from userdata.debriefing_parser import *
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from game.operation import *
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DIFFICULTY_LOG_BASE = 1.5
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class Event:
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silent = False
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operation = None # type: Operation
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operation = None # type: Operation
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difficulty = 1 # type: int
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BONUS_BASE = 0
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def failure(self):
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def __init__(self, attacker_name: str, defender_name: str, from_cp: ControlPoint, to_cp: ControlPoint):
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self.mission = dcs.mission.Mission()
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self.attacker = self.mission.country(attacker_name)
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self.defender = self.mission.country(defender_name)
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self.to_cp = to_cp
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self.from_cp = from_cp
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def bonus(self) -> int:
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return math.ceil(math.log(self.difficulty, DIFFICULTY_LOG_BASE) * self.BONUS_BASE)
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def is_successfull(self, debriefing: Debriefing) -> bool:
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return self.operation.is_successfull(debriefing)
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def commit(self, debriefing: Debriefing):
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for country, losses in debriefing.destroyed_units.items():
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cp = None # type: ControlPoint
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if country == self.attacker.name:
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cp = self.from_cp
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else:
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cp = self.to_cp
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cp.base.commit_losses(losses)
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def skip(self):
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pass
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def success(self):
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pass
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class GroundInterceptEvent(Event):
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BONUS_BASE = 3
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TARGET_AMOUNT_FACTOR = 3
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TARGET_VARIETY = 3
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def __str__(self):
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return "Ground intercept at {} ({})".format(self.to_cp, "*" * self.difficulty)
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def commit(self, debriefing: Debriefing):
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super(GroundInterceptEvent, self).commit(debriefing)
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if self.from_cp.captured:
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if self.is_successfull(debriefing):
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self.to_cp.base.affect_strength(-0.1)
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else:
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self.to_cp.base.affect_strength(+0.1)
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else:
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assert False
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def skip(self):
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if not self.to_cp.captured:
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self.to_cp.base.affect_strength(+0.1)
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else:
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pass
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def player_attacking(self, position: Point, strikegroup: typing.Dict[PlaneType, int]):
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suitable_unittypes = db.find_unittype(CAP, self.defender.name)
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random.shuffle(suitable_unittypes)
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unittypes = suitable_unittypes[:self.TARGET_VARIETY]
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typecount = max(math.floor(self.difficulty * self.TARGET_AMOUNT_FACTOR), 1)
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targets = {unittype: typecount for unittype in unittypes}
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self.operation = GroundInterceptOperation(mission=self.mission,
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attacker=self.attacker,
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defender=self.defender,
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position=position,
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target=targets,
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strikegroup=strikegroup)
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class InterceptEvent(Event):
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pass
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ESCORT_AMOUNT_FACTOR = 2
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BONUS_BASE = 5
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def __str__(self):
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return "Intercept at {} ({})".format(self.to_cp, "*" * self.difficulty)
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def commit(self, debriefing: Debriefing):
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super(InterceptEvent, self).commit(debriefing)
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if self.is_successfull(debriefing):
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self.to_cp.base.affect_strength(0.1 * self.from_cp.captured and -1 or 1)
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else:
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self.to_cp.base.affect_strength(0.1 * self.from_cp.captured and 1 or -1)
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def skip(self):
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if self.to_cp.captured:
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self.to_cp.base.affect_strength(-0.2)
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def player_attacking(self, interceptors: typing.Dict[PlaneType, int]):
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escort = self.to_cp.base.scramble_sweep(self.to_cp)
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transport_unit = random.choice(db.find_unittype(Transport, self.defender.name))
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assert transport_unit is not None
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self.operation = InterceptOperation(mission=self.mission,
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attacker=self.attacker,
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defender=self.defender,
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destination=self.to_cp,
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destination_port=self.to_cp.airport,
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escort=escort,
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transport={transport_unit: 1},
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interceptors=interceptors)
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def player_defending(self, escort: typing.Dict[PlaneType, int]):
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interceptors = self.from_cp.base.scramble_interceptors_count(self.difficulty * self.ESCORT_AMOUNT_FACTOR)
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transport_unit = random.choice(db.find_unittype(Transport, self.defender.name))
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assert transport_unit is not None
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self.operation = InterceptOperation(mission=self.mission,
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attacker=self.attacker,
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defender=self.defender,
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destination=self.to_cp,
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destination_port=self.to_cp.airport,
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escort=escort,
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transport={transport_unit: 1},
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interceptors=interceptors)
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class CaptureEvent(Event):
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silent = True
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BONUS_BASE = 7
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def __init__(self, from_cp: ControlPoint, to_cp: ControlPoint):
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pass
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def __str__(self):
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return "Capture {} ({})".format(self.to_cp, "*" * self.difficulty)
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def player_defending(self, from_cp: ControlPoint, to_cp: ControlPoint, interceptors: typing.Dict[PlaneType, int]):
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assert not self.operation
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def commit(self, debriefing: Debriefing):
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super(CaptureEvent, self).commit(debriefing)
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if self.is_successfull(debriefing):
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if self.from_cp.captured:
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self.to_cp.captured = True
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else:
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if not self.from_cp.captured:
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self.to_cp.captured = False
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self.to_cp.base.affect_strength(+0.5)
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cas = from_cp.base.scramble_cas(to_cp)
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escort = from_cp.base.scramble_sweep(to_cp)
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attackers = from_cp.base.assemble_cap(to_cp)
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def skip(self):
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if self.to_cp.captured:
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self.to_cp.captured = False
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self.operation = CaptureOperation(from_cp=from_cp,
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to_cp=to_cp,
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def player_defending(self, interceptors: typing.Dict[PlaneType, int]):
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cas = self.from_cp.base.scramble_cas(self.to_cp)
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escort = self.from_cp.base.scramble_sweep(self.to_cp)
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attackers = self.from_cp.base.assemble_cap(self.to_cp)
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self.operation = CaptureOperation(mission=self.mission,
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attacker=self.attacker,
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defender=self.defender,
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from_cp=self.from_cp,
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to_cp=self.to_cp,
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cas=cas,
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escort=escort,
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attack=attackers,
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intercept=interceptors,
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defense=to_cp.base.armor,
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aa=to_cp.base.aa)
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defense=self.to_cp.base.armor,
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aa=self.to_cp.base.aa)
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def player_attacking(self, from_cp: ControlPoint, to_cp: ControlPoint, cas: typing.Dict[PlaneType, int], escort: typing.Dict[PlaneType, int], armor: typing.Dict[Armor, int]):
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assert not self.operation
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def player_attacking(self, cas: typing.Dict[PlaneType, int], escort: typing.Dict[PlaneType, int], armor: typing.Dict[Armor, int]):
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interceptors = self.to_cp.base.scramble_sweep(for_target=self.to_cp)
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interceptors = to_cp.base.scramble_sweep()
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self.operation = CaptureOperation(from_cp=from_cp,
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to_cp=to_cp,
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self.operation = CaptureOperation(mission=self.mission,
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attacker=self.attacker,
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defender=self.defender,
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from_cp=self.from_cp,
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to_cp=self.to_cp,
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cas=cas,
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escort=escort,
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attack=armor,
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intercept=interceptors,
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defense=to_cp.base.armor,
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aa=to_cp.base.aa)
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defense=self.to_cp.base.armor,
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aa=self.to_cp.base.aa)
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8
game/event_results.py
Normal file
8
game/event_results.py
Normal file
@ -0,0 +1,8 @@
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import typing
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import dcs
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from game.event import *
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|
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|
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|
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|
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128
game/game.py
128
game/game.py
@ -1,21 +1,135 @@
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import typing
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import random
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from theater.conflicttheater import *
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from theater.controlpoint import *
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from .event import *
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from userdata.debriefing_parser import *
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from game.event import *
|
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|
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COMMISION_LIMITS_SCALE = 2
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COMMISION_LIMITS_FACTORS = {
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CAP: 2,
|
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CAS: 1,
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FighterSweep: 3,
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AirDefence: 2,
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}
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|
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COMMISION_AMOUNTS_SCALE = 2
|
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COMMISION_AMOUNTS_FACTORS = {
|
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CAP: 0.6,
|
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CAS: 0.3,
|
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FighterSweep: 0.5,
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AirDefence: 0.3,
|
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}
|
||||
|
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|
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ENEMY_INTERCEPT_PROBABILITY_BASE = 25
|
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ENEMY_CAPTURE_PROBABILITY_BASE = 15
|
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|
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PLAYER_INTERCEPT_PROBABILITY_BASE = 30
|
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PLAYER_GROUNDINTERCEPT_PROBABILITY_BASE = 30
|
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|
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PLAYER_BUDGET_BASE = 25
|
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PLAYER_BUDGET_IMPORTANCE_LOG = 2
|
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|
||||
|
||||
class Game:
|
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events = [] # type: typing.List[Event]
|
||||
budget = 45
|
||||
events = None # type: typing.List[Event]
|
||||
|
||||
def __init__(self, theater: ConflictTheater):
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||||
self.events = []
|
||||
self.theater = theater
|
||||
self.player = "USA"
|
||||
self.enemy = "Russia"
|
||||
|
||||
def _roll(self, prob, mult):
|
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return random.randint(0, 100) <= prob * mult
|
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|
||||
def _fill_cap_events(self):
|
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for cp in [x for x in self.theater.controlpoints if x.captured]:
|
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for connected_cp in [x for x in cp.connected_points if not x.captured]:
|
||||
self.events.append(CaptureEvent(cp, connected_cp))
|
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for from_cp, to_cp in self.theater.conflicts(True):
|
||||
self.events.append(CaptureEvent(attacker_name=self.player,
|
||||
defender_name=self.enemy,
|
||||
from_cp=from_cp,
|
||||
to_cp=to_cp))
|
||||
|
||||
def _generate_enemy_caps(self):
|
||||
for from_cp, to_cp in self.theater.conflicts(False):
|
||||
if self._roll(ENEMY_CAPTURE_PROBABILITY_BASE, from_cp.base.strength):
|
||||
self.events.append(CaptureEvent(attacker_name=self.enemy,
|
||||
defender_name=self.player,
|
||||
from_cp=from_cp,
|
||||
to_cp=to_cp))
|
||||
break
|
||||
|
||||
def _generate_interceptions(self):
|
||||
for from_cp, to_cp in self.theater.conflicts(False):
|
||||
if self._roll(ENEMY_INTERCEPT_PROBABILITY_BASE, from_cp.base.strength):
|
||||
self.events.append(InterceptEvent(attacker_name=self.enemy,
|
||||
defender_name=self.player,
|
||||
from_cp=from_cp,
|
||||
to_cp=to_cp))
|
||||
break
|
||||
|
||||
for from_cp, to_cp in self.theater.conflicts(True):
|
||||
if self._roll(PLAYER_INTERCEPT_PROBABILITY_BASE, from_cp.base.strength):
|
||||
self.events.append(InterceptEvent(attacker_name=self.player,
|
||||
defender_name=self.enemy,
|
||||
from_cp=from_cp,
|
||||
to_cp=to_cp))
|
||||
break
|
||||
|
||||
def _generate_groundinterceptions(self):
|
||||
for from_cp, to_cp in self.theater.conflicts(True):
|
||||
if self._roll(PLAYER_GROUNDINTERCEPT_PROBABILITY_BASE, from_cp.base.strength):
|
||||
self.events.append(GroundInterceptEvent(attacker_name=self.player,
|
||||
defender_name=self.enemy,
|
||||
from_cp=from_cp,
|
||||
to_cp=to_cp))
|
||||
break
|
||||
|
||||
def _commision_units(self, cp: ControlPoint):
|
||||
for for_task in [CAP, CAS, FighterSweep, AirDefence]:
|
||||
limit = COMMISION_LIMITS_FACTORS[for_task] * math.pow(cp.importance, COMMISION_LIMITS_SCALE)
|
||||
missing_units = limit - cp.base.total_units(for_task)
|
||||
if missing_units > 0:
|
||||
awarded_points = COMMISION_AMOUNTS_FACTORS[for_task] * math.pow(cp.importance, COMMISION_AMOUNTS_SCALE)
|
||||
points_to_spend = cp.base.append_commision_points(for_task, awarded_points)
|
||||
if points_to_spend > 0:
|
||||
unit_type = random.choice(db.find_unittype(for_task, self.enemy))
|
||||
cp.base.commision_units({unit_type: points_to_spend})
|
||||
|
||||
def _budget_player(self):
|
||||
total_importance = sum([x.importance for x in self.theater.player_points()])
|
||||
total_strength = sum([x.base.strength for x in self.theater.player_points()]) / len(self.theater.player_points())
|
||||
|
||||
self.budget += math.ceil(math.log(total_importance * total_strength + 1, PLAYER_BUDGET_IMPORTANCE_LOG) * PLAYER_BUDGET_BASE)
|
||||
|
||||
def initiate_event(self, event: Event):
|
||||
event.operation.generate()
|
||||
event.mission.save("build/next_mission.miz")
|
||||
|
||||
def finish_event(self, event: Event, debriefing: Debriefing):
|
||||
event.commit(debriefing)
|
||||
if event.is_successfull(debriefing):
|
||||
self.budget += event.bonus()
|
||||
|
||||
self.events.remove(event)
|
||||
|
||||
def is_player_attack(self, event: Event):
|
||||
return event.attacker.name == self.player
|
||||
|
||||
def pass_turn(self):
|
||||
self.events = [] # type: typing.List[Event]
|
||||
self._fill_cap_events()
|
||||
for event in self.events:
|
||||
event.skip()
|
||||
|
||||
self._budget_player()
|
||||
for cp in self.theater.enemy_bases():
|
||||
self._commision_units(cp)
|
||||
|
||||
self.events = [] # type: typing.List[Event]
|
||||
self._fill_cap_events()
|
||||
self._generate_enemy_caps()
|
||||
self._generate_interceptions()
|
||||
self._generate_groundinterceptions()
|
||||
|
||||
|
||||
@ -1,6 +1,7 @@
|
||||
import typing
|
||||
|
||||
from globals import *
|
||||
from userdata.debriefing_parser import *
|
||||
from dcs.mission import *
|
||||
from dcs.unitgroup import *
|
||||
from dcs.vehicles import *
|
||||
@ -22,6 +23,15 @@ class Operation:
|
||||
self.airgen = AircraftConflictGenerator(self.mission, self.conflict)
|
||||
self.aagen = AAConflictGenerator(self.mission, self.conflict)
|
||||
|
||||
def units_of(self, country_name: str) -> typing.Collection[UnitType]:
|
||||
return []
|
||||
|
||||
def is_successfull(self, debriefing: Debriefing) -> bool:
|
||||
return True
|
||||
|
||||
def generate(self):
|
||||
pass
|
||||
|
||||
|
||||
class CaptureOperation(Operation):
|
||||
def __init__(self,
|
||||
@ -35,6 +35,7 @@ class AircraftConflictGenerator:
|
||||
def __init__(self, mission: Mission, conflict: Conflict):
|
||||
self.m = mission
|
||||
self.conflict = conflict
|
||||
self.escort_targets = []
|
||||
|
||||
def _group_point(self, point) -> Point:
|
||||
distance = randint(
|
||||
@ -53,6 +54,8 @@ class AircraftConflictGenerator:
|
||||
airport: Airport = None) -> PlaneGroup:
|
||||
starttype = airport == None and StartType.Warm or StartType.Cold
|
||||
print("generating {} ({}) at {} {}".format(unit, count, at, airport, side))
|
||||
assert count > 0
|
||||
|
||||
return self.m.flight_group(
|
||||
country=side,
|
||||
name=name,
|
||||
@ -66,7 +69,8 @@ class AircraftConflictGenerator:
|
||||
group_size=count)
|
||||
|
||||
def _generate_escort(self, units: typing.Dict[PlaneType, int], airport: Airport, side: Country, location: Point):
|
||||
assert len(self.escort_targets) > 0
|
||||
if len(self.escort_targets) == 0:
|
||||
return
|
||||
|
||||
for type, count in units.items():
|
||||
group = self._generate_group(
|
||||
@ -81,7 +85,7 @@ class AircraftConflictGenerator:
|
||||
group.load_task_default_loadout(dcs.task.Escort)
|
||||
|
||||
heading = group.position.heading_between_point(self.conflict.position)
|
||||
position = group.position # type: Point
|
||||
position = group.position # type: Point
|
||||
wayp = group.add_waypoint(position.point_from_heading(heading, WORKAROUND_WAYP_DIST), CAS_ALTITUDE)
|
||||
|
||||
for group in self.escort_targets:
|
||||
|
||||
@ -25,6 +25,7 @@ INTERCEPT_DEFENDERS_HEADING = -10, 10
|
||||
INTERCEPT_ATTACKERS_DISTANCE = 60000
|
||||
INTERCEPT_DEFENDERS_DISTANCE = 30000
|
||||
|
||||
|
||||
class Conflict:
|
||||
attackers_side = None # type: Country
|
||||
defenders_side = None # type: Country
|
||||
|
||||
BIN
resources/caumap.gif
Normal file
BIN
resources/caumap.gif
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 186 KiB |
37
shop/db.py
37
shop/db.py
@ -13,6 +13,7 @@ PRICES = {
|
||||
# planes
|
||||
|
||||
Su_25T: 10,
|
||||
Su_25: 10,
|
||||
A_10A: 15,
|
||||
A_10C: 20,
|
||||
|
||||
@ -23,6 +24,10 @@ PRICES = {
|
||||
|
||||
MiG_15bis: 10,
|
||||
MiG_21Bis: 13,
|
||||
MiG_29A: 23,
|
||||
|
||||
IL_76MD: 20,
|
||||
S_3B_Tanker: 20,
|
||||
|
||||
# armor
|
||||
|
||||
@ -40,5 +45,35 @@ PRICES = {
|
||||
UNIT_BY_TASK = {
|
||||
FighterSweep: [Su_27, Su_33, Su_25, F_15C, MiG_15bis, MiG_21Bis, MiG_29A, ],
|
||||
CAS: [Su_25T, A_10A, A_10C, ],
|
||||
CAP: [Armor.MBT_T_90, Armor.MBT_T_80U, Armor.MBT_T_55, Armor.MBT_M1A2_Abrams, Armor.MBT_M60A3_Patton, Armor.ATGM_M1134_Stryker, Armor.APC_BTR_80, ]
|
||||
CAP: [Armor.MBT_T_90, Armor.MBT_T_80U, Armor.MBT_T_55, Armor.MBT_M1A2_Abrams, Armor.MBT_M60A3_Patton, Armor.ATGM_M1134_Stryker, Armor.APC_BTR_80, ],
|
||||
AirDefence: [AirDefence.AAA_ZU_23_on_Ural_375, ],
|
||||
Transport: [IL_76MD, S_3B_Tanker, ],
|
||||
}
|
||||
|
||||
UNIT_BY_COUNTRY = {
|
||||
"Russia": [Su_25T, A_10C, Su_27, Su_33, Su_25, MiG_15bis, MiG_21Bis, MiG_29A, AirDefence.AAA_ZU_23_on_Ural_375, Armor.APC_BTR_80, Armor.MBT_T_90, Armor.MBT_T_80U, Armor.MBT_T_55, IL_76MD, ],
|
||||
"USA": [F_15C, A_10C, Armor.MBT_M1A2_Abrams, Armor.MBT_M60A3_Patton, Armor.ATGM_M1134_Stryker, S_3B_Tanker],
|
||||
}
|
||||
|
||||
|
||||
def unit_task(unit: UnitType) -> Task:
|
||||
for task, units in UNIT_BY_TASK.items():
|
||||
if unit in units:
|
||||
return task
|
||||
|
||||
assert False
|
||||
|
||||
|
||||
def find_unittype(for_task: Task, country_name: str) -> typing.List[UnitType]:
|
||||
return [x for x in UNIT_BY_TASK[for_task] if x in UNIT_BY_COUNTRY[country_name]]
|
||||
|
||||
|
||||
def unit_type_name(unit_type) -> str:
|
||||
return unit_type.id and unit_type.id or unit_type.name
|
||||
|
||||
|
||||
def task_name(task) -> str:
|
||||
if task == AirDefence:
|
||||
return "AirDefence"
|
||||
else:
|
||||
return task.name
|
||||
|
||||
107
theater/base.py
107
theater/base.py
@ -1,6 +1,7 @@
|
||||
import typing
|
||||
import dcs
|
||||
import math
|
||||
import itertools
|
||||
|
||||
from shop import db
|
||||
from theater.controlpoint import ControlPoint
|
||||
@ -17,10 +18,15 @@ ARMOR_IMPORTANCE_FACTOR = 4
|
||||
class Base:
|
||||
aircraft = {} # type: typing.Dict[PlaneType, int]
|
||||
armor = {} # type: typing.Dict[Armor, int]
|
||||
aa = {} # type: typing.Dict[AirDefence, int]
|
||||
aa = {} # type: typing.Dict[AirDefence, int]
|
||||
strength = 1 # type: float
|
||||
commision_points = {}
|
||||
|
||||
def __init__(self):
|
||||
pass
|
||||
self.aircraft = {}
|
||||
self.armor = {}
|
||||
self.aa = {}
|
||||
self.commision_points = {}
|
||||
|
||||
@property
|
||||
def total_planes(self) -> int:
|
||||
@ -30,19 +36,40 @@ class Base:
|
||||
def total_armor(self) -> int:
|
||||
return sum(self.armor.values())
|
||||
|
||||
@property
|
||||
def total_aa(self) -> int:
|
||||
return sum(self.aa.values())
|
||||
|
||||
def total_units(self, task: Task) -> int:
|
||||
return sum([c for t, c in itertools.chain(self.aircraft.items(), self.armor.items(), self.aa.items()) if t in db.UNIT_BY_TASK[task]])
|
||||
|
||||
def total_units_of_type(self, unit_type) -> int:
|
||||
return sum([c for t, c in itertools.chain(self.aircraft.items(), self.armor.items(), self.aa.items()) if t == unit_type])
|
||||
|
||||
@property
|
||||
def all_units(self):
|
||||
return itertools.chain(self.aircraft.items(), self.armor.items(), self.aa.items())
|
||||
|
||||
def _find_best_unit(self, dict, for_type: Task, count: int) -> typing.Dict:
|
||||
sorted_planes = [key for key in dict.keys() if key in db.UNIT_BY_TASK[for_type]]
|
||||
sorted_planes.sort(key=lambda x: db.PRICES[x], reverse=True)
|
||||
assert count > 0
|
||||
|
||||
sorted_units = [key for key in dict.keys() if key in db.UNIT_BY_TASK[for_type]]
|
||||
sorted_units.sort(key=lambda x: db.PRICES[x], reverse=True)
|
||||
|
||||
result = {}
|
||||
for plane in sorted_planes:
|
||||
existing_count = dict[plane] # type: int
|
||||
for unit_type in sorted_units:
|
||||
existing_count = dict[unit_type] # type: int
|
||||
if not existing_count:
|
||||
continue
|
||||
|
||||
if count <= 0:
|
||||
break
|
||||
|
||||
result_unit_count = min(count, existing_count)
|
||||
count -= result_unit_count
|
||||
result[plane] = result.get(plane, 0) + result_unit_count
|
||||
|
||||
assert result_unit_count > 0
|
||||
result[unit_type] = result.get(unit_type, 0) + result_unit_count
|
||||
|
||||
return result
|
||||
|
||||
@ -65,24 +92,68 @@ class Base:
|
||||
total_scrambled += PLANES_IN_GROUP
|
||||
yield PLANES_IN_GROUP and total_scrambled < total_planes or total_planes - total_scrambled
|
||||
|
||||
def commit_scramble(self, scrambled_aircraft: typing.Dict[PlaneType, int]):
|
||||
for k, c in scrambled_aircraft:
|
||||
self.aircraft[k] -= c
|
||||
assert self.aircraft[k] >= 0
|
||||
if self.aircraft[k] == 0:
|
||||
del self.aircraft[k]
|
||||
def append_commision_points(self, for_type, points: float) -> int:
|
||||
self.commision_points[for_type] = self.commision_points.get(for_type, 0) + points
|
||||
points = self.commision_points[for_type]
|
||||
if points >= 1:
|
||||
self.commision_points[for_type] = points - math.floor(points)
|
||||
return int(math.floor(points))
|
||||
|
||||
return 0
|
||||
|
||||
def commision_units(self, units: typing.Dict[typing.Any, int]):
|
||||
for value in units.values():
|
||||
assert value > 0
|
||||
assert value == math.floor(value)
|
||||
|
||||
for unit_type, unit_count in units.items():
|
||||
for_task = db.unit_task(unit_type)
|
||||
|
||||
target_dict = None
|
||||
if for_task == CAS or for_task == FighterSweep:
|
||||
target_dict = self.aircraft
|
||||
elif for_task == CAP:
|
||||
target_dict = self.armor
|
||||
elif for_task == AirDefence:
|
||||
target_dict = self.aa
|
||||
|
||||
assert target_dict is not None
|
||||
target_dict[unit_type] = target_dict.get(unit_type, 0) + unit_count
|
||||
|
||||
def commit_losses(self, units_lost: typing.Dict[typing.Any, int]):
|
||||
for unit_type, count in units_lost.items():
|
||||
aircraft_key = next((x for x in self.aircraft.keys() if x.id == unit_type), None)
|
||||
if aircraft_key:
|
||||
self.aircraft[aircraft_key] = self.aircraft[aircraft_key] - count
|
||||
|
||||
armor_key = next((x for x in self.armor.keys() if x.name == unit_type), None)
|
||||
if armor_key:
|
||||
self.armor[armor_key] = self.armor[armor_key] - count
|
||||
|
||||
aa_key = next((x for x in self.aa.keys() if x.name == unit_type), None)
|
||||
if aa_key:
|
||||
self.aa[aa_key] = self.aa[aa_key] - count
|
||||
|
||||
def affect_strength(self, amount):
|
||||
self.strength += amount
|
||||
if self.strength > 1:
|
||||
self.strength = 1
|
||||
|
||||
def scramble_cas(self, for_target: ControlPoint) -> typing.Dict[PlaneType, int]:
|
||||
return self._find_best_planes(CAS, int(for_target.importance * PLANES_IMPORTANCE_FACTOR))
|
||||
return self._find_best_planes(CAS, math.ceil(for_target.importance * PLANES_IMPORTANCE_FACTOR * self.strength))
|
||||
|
||||
def scramble_sweep(self, for_target: ControlPoint) -> typing.Dict[PlaneType, int]:
|
||||
return self._find_best_planes(FighterSweep, int(for_target.importance * PLANES_IMPORTANCE_FACTOR))
|
||||
return self._find_best_planes(FighterSweep, math.ceil(for_target.importance * PLANES_IMPORTANCE_FACTOR * self.strength))
|
||||
|
||||
def scramble_interceptors(self, factor: float) -> typing.Dict[PlaneType, int]:
|
||||
return self._find_best_planes(FighterSweep, int(self.total_planes * factor))
|
||||
return self._find_best_planes(FighterSweep, math.ceil(self.total_planes * factor * self.strength))
|
||||
|
||||
def scramble_interceptors_count(self, count: int) -> typing.Dict[PlaneType, int]:
|
||||
assert count > 0
|
||||
return self._find_best_planes(FighterSweep, count)
|
||||
|
||||
def assemble_cap(self, for_target: ControlPoint) -> typing.Dict[Armor, int]:
|
||||
return self._find_best_armor(CAP, int(for_target.importance * ARMOR_IMPORTANCE_FACTOR))
|
||||
return self._find_best_armor(CAP, math.ceil(for_target.importance * ARMOR_IMPORTANCE_FACTOR * self.strength))
|
||||
|
||||
def assemble_defense(self, factor: float) -> typing.Dict[Armor, int]:
|
||||
return self._find_best_armor(CAP, int(self.total_armor * factor))
|
||||
return self._find_best_armor(CAP, math.ceil(self.total_armor * factor * self.strength))
|
||||
|
||||
@ -4,20 +4,22 @@ from .conflicttheater import *
|
||||
from .base import *
|
||||
|
||||
class CaucasusTheater(ConflictTheater):
|
||||
kutaisi = ControlPoint(caucasus.Kutaisi.position, ALL_RADIALS, SIZE_SMALL, IMPORTANCE_LOW)
|
||||
senaki = ControlPoint(caucasus.Senaki.position, ALL_RADIALS, SIZE_REGULAR, IMPORTANCE_LOW)
|
||||
kobuleti = ControlPoint(caucasus.Kobuleti.position, COAST_VERTICAL, SIZE_SMALL, IMPORTANCE_LOW)
|
||||
batumi = ControlPoint(caucasus.Batumi.position, COAST_VERTICAL, SIZE_SMALL, IMPORTANCE_MEDIUM)
|
||||
sukhumi = ControlPoint(caucasus.Sukhumi.position, COAST_VERTICAL, SIZE_REGULAR, IMPORTANCE_MEDIUM)
|
||||
gudauta = ControlPoint(caucasus.Gudauta.position, COAST_VERTICAL, SIZE_REGULAR, IMPORTANCE_MEDIUM)
|
||||
sochi = ControlPoint(caucasus.Sochi.position, COAST_VERTICAL, SIZE_BIG, IMPORTANCE_HIGH)
|
||||
kutaisi = ControlPoint(caucasus.Kutaisi, ALL_RADIALS, SIZE_SMALL, IMPORTANCE_LOW)
|
||||
senaki = ControlPoint(caucasus.Senaki, ALL_RADIALS, SIZE_REGULAR, IMPORTANCE_LOW)
|
||||
kobuleti = ControlPoint(caucasus.Kobuleti, COAST_VERTICAL, SIZE_SMALL, IMPORTANCE_LOW)
|
||||
batumi = ControlPoint(caucasus.Batumi, COAST_VERTICAL, SIZE_SMALL, IMPORTANCE_MEDIUM)
|
||||
sukhumi = ControlPoint(caucasus.Sukhumi, COAST_VERTICAL, SIZE_REGULAR, IMPORTANCE_MEDIUM)
|
||||
gudauta = ControlPoint(caucasus.Gudauta, COAST_VERTICAL, SIZE_REGULAR, IMPORTANCE_MEDIUM)
|
||||
sochi = ControlPoint(caucasus.Sochi, COAST_VERTICAL, SIZE_BIG, IMPORTANCE_HIGH)
|
||||
|
||||
def __init__(self):
|
||||
self.add_controlpoint(self.kutaisi, connected_to=[self.senaki])
|
||||
self.add_controlpoint(self.senaki, connected_to=[self.kobuleti, self.sukhumi])
|
||||
self.add_controlpoint(self.kobuleti, connected_to=[self.batumi])
|
||||
self.add_controlpoint(self.batumi)
|
||||
self.kutaisi.captured = True
|
||||
|
||||
self.add_controlpoint(self.sukhumi, connected_to=[self.gudauta])
|
||||
self.add_controlpoint(self.gudauta, connected_to=[self.sochi])
|
||||
self.add_controlpoint(self.sochi)
|
||||
self.add_controlpoint(self.kutaisi, connected_to=[self.senaki])
|
||||
self.add_controlpoint(self.senaki, connected_to=[self.kobuleti, self.sukhumi, self.kutaisi])
|
||||
self.add_controlpoint(self.kobuleti, connected_to=[self.batumi, self.senaki])
|
||||
self.add_controlpoint(self.batumi, connected_to=[self.kobuleti])
|
||||
|
||||
self.add_controlpoint(self.sukhumi, connected_to=[self.gudauta, self.senaki])
|
||||
self.add_controlpoint(self.gudauta, connected_to=[self.sochi, self.sukhumi])
|
||||
self.add_controlpoint(self.sochi, connected_to=[self.gudauta])
|
||||
|
||||
@ -1,4 +1,6 @@
|
||||
import typing
|
||||
import itertools
|
||||
|
||||
import dcs
|
||||
|
||||
from .controlpoint import *
|
||||
@ -9,8 +11,8 @@ SIZE_BIG = 2000
|
||||
SIZE_LARGE = 3000
|
||||
|
||||
IMPORTANCE_LOW = 1
|
||||
IMPORTANCE_MEDIUM = 2
|
||||
IMPORTANCE_HIGH = 3
|
||||
IMPORTANCE_MEDIUM = 1.2
|
||||
IMPORTANCE_HIGH = 1.4
|
||||
|
||||
ALL_RADIALS = [0, 45, 90, 135, 180, 225, 270, 315, ]
|
||||
COAST_VERTICAL = [45, 90, 135, ]
|
||||
@ -20,11 +22,22 @@ COAST_HORIZONTAL = [315, 0, 45, ]
|
||||
class ConflictTheater:
|
||||
controlpoints = [] # type: typing.List[ControlPoint]
|
||||
|
||||
def __init__(self):
|
||||
self.controlpoints = []
|
||||
|
||||
def add_controlpoint(self, point: ControlPoint, connected_to: typing.Collection[ControlPoint] = []):
|
||||
for connected_point in connected_to:
|
||||
point.connect(to=connected_point)
|
||||
|
||||
self.controlpoints.append(point)
|
||||
|
||||
def player_bases(self) -> typing.Collection[ControlPoint]:
|
||||
return [point for point in self.controlpoints if point.captured and point.base]
|
||||
def player_points(self) -> typing.Collection[ControlPoint]:
|
||||
return [point for point in self.controlpoints if point.captured]
|
||||
|
||||
def conflicts(self, from_player=True) -> typing.Collection[typing.Tuple[ControlPoint, ControlPoint]]:
|
||||
for cp in [x for x in self.controlpoints if x.captured == from_player]:
|
||||
for connected_point in [x for x in cp.connected_points if x.captured != from_player]:
|
||||
yield (cp, connected_point)
|
||||
|
||||
def enemy_bases(self) -> typing.Collection[ControlPoint]:
|
||||
return [point for point in self.controlpoints if not point.captured]
|
||||
|
||||
@ -7,26 +7,36 @@ from dcs.country import *
|
||||
|
||||
from gen.conflictgen import *
|
||||
|
||||
class ControlPoint:
|
||||
connected_points = [] # type: typing.List[ControlPoint]
|
||||
position = None # type: Point
|
||||
captured = False
|
||||
strength = 100
|
||||
base: None # type: theater.base.Base
|
||||
|
||||
def __init__(self, point: Point, radials: typing.Collection[int], size: int, importance: int):
|
||||
class ControlPoint:
|
||||
connected_points = [] # type: typing.List[ControlPoint]
|
||||
position = None # type: Point
|
||||
captured = False
|
||||
base: None # type: theater.base.Base
|
||||
airport: None # type: Airport
|
||||
|
||||
def __init__(self, airport: Airport, radials: typing.Collection[int], size: int, importance: int):
|
||||
import theater.base
|
||||
|
||||
self.position = point
|
||||
self.name = airport.name
|
||||
self.position = airport.position
|
||||
self.airport = airport
|
||||
self.size = size
|
||||
self.importance = importance
|
||||
self.captured = False
|
||||
self.radials = radials
|
||||
self.connected_points = []
|
||||
self.base = theater.base.Base()
|
||||
|
||||
def __str__(self):
|
||||
return self.name
|
||||
|
||||
def connect(self, to):
|
||||
self.connected_points.append(to)
|
||||
|
||||
def is_connected(self, to) -> bool:
|
||||
return to in self.connected_points
|
||||
|
||||
def find_radial(self, heading: int, ignored_radial: int = None):
|
||||
closest_radial = 0
|
||||
closest_radial_delta = 360
|
||||
@ -39,7 +49,7 @@ class ControlPoint:
|
||||
return closest_radial
|
||||
|
||||
def conflict_attack(self, from_cp, attacker: Country, defender: Country) -> Conflict:
|
||||
cp = from_cp # type: ControlPoint
|
||||
cp = from_cp # type: ControlPoint
|
||||
|
||||
attack_radial = self.find_radial(cp.position.heading_between_point(self.position))
|
||||
defense_radial = self.find_radial(self.position.heading_between_point(cp.position), ignored_radial=attack_radial)
|
||||
|
||||
11
theater/start_generator.py
Normal file
11
theater/start_generator.py
Normal file
@ -0,0 +1,11 @@
|
||||
import typing
|
||||
import random
|
||||
|
||||
import dcs
|
||||
|
||||
from theater.controlpoint import *
|
||||
from theater.base import *
|
||||
from theater.conflicttheater import *
|
||||
|
||||
def generate_initial(theater: ConflictTheater):
|
||||
pass
|
||||
0
ui/__init__.py
Normal file
0
ui/__init__.py
Normal file
62
ui/basemenu.py
Normal file
62
ui/basemenu.py
Normal file
@ -0,0 +1,62 @@
|
||||
from shop import db
|
||||
|
||||
from tkinter import *
|
||||
from ui.window import *
|
||||
from ui.eventmenu import *
|
||||
|
||||
from game.game import *
|
||||
|
||||
|
||||
class BaseMenu:
|
||||
def __init__(self, window: Window, parent, game: Game, base: Base):
|
||||
self.window = window
|
||||
self.frame = window.right_pane
|
||||
self.parent = parent
|
||||
self.game = game
|
||||
self.base = base
|
||||
|
||||
self.update()
|
||||
|
||||
def go_back(self):
|
||||
self.parent.update()
|
||||
|
||||
def buy(self, unit_type):
|
||||
def action():
|
||||
price = db.PRICES[unit_type]
|
||||
if self.game.budget > price:
|
||||
self.base.commision_units({unit_type: 1})
|
||||
self.game.budget -= price
|
||||
|
||||
self.update()
|
||||
|
||||
return action
|
||||
|
||||
def update(self):
|
||||
self.window.clear_right_pane()
|
||||
row = 0
|
||||
|
||||
def purchase_row(unit_type, unit_price):
|
||||
nonlocal row
|
||||
|
||||
existing_units = self.base.total_units_of_type(unit_type)
|
||||
Label(self.frame, text=db.unit_type_name(unit_type)).grid(column=0, row=row, sticky=W)
|
||||
Label(self.frame, text="{}m {}".format(unit_price, existing_units)).grid(column=1, row=row)
|
||||
Button(self.frame, text="Buy", command=self.buy(unit_type)).grid(column=2, row=row)
|
||||
row += 1
|
||||
|
||||
units = {
|
||||
CAP: db.find_unittype(CAP, self.game.player),
|
||||
CAS: db.find_unittype(CAS, self.game.player),
|
||||
FighterSweep: db.find_unittype(FighterSweep, self.game.player),
|
||||
AirDefence: db.find_unittype(AirDefence, self.game.player),
|
||||
}
|
||||
|
||||
Label(self.frame, text="Budget: {}m".format(self.game.budget)).grid(column=0, row=row, sticky=W)
|
||||
Button(self.frame, text="Back", command=self.go_back).grid(column=2, row=row)
|
||||
row += 1
|
||||
|
||||
for task_type, units in units.items():
|
||||
Label(self.frame, text="{}".format(db.task_name(task_type))).grid(column=0, row=row, columnspan=3); row += 1
|
||||
for unit_type in units:
|
||||
purchase_row(unit_type, db.PRICES[unit_type])
|
||||
|
||||
98
ui/eventmenu.py
Normal file
98
ui/eventmenu.py
Normal file
@ -0,0 +1,98 @@
|
||||
from tkinter import *
|
||||
from ui.window import *
|
||||
from ui.eventresultsmenu import *
|
||||
|
||||
from game.game import *
|
||||
from game import event
|
||||
|
||||
|
||||
class EventMenu:
|
||||
aircraft_scramble_entries = None # type: typing.Dict[PlaneType, Entry]
|
||||
armor_scramble_entries = None # type: typing.Dict[Armor, Entry]
|
||||
|
||||
def __init__(self, window: Window, parent, game: Game, event: event.Event):
|
||||
self.window = window
|
||||
self.frame = self.window.right_pane
|
||||
self.parent = parent
|
||||
|
||||
self.event = event
|
||||
self.game = game
|
||||
|
||||
self.aircraft_scramble_entries = {}
|
||||
self.armor_scramble_entries = {}
|
||||
|
||||
self.update()
|
||||
|
||||
def start(self):
|
||||
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 = int(value)
|
||||
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_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)
|
||||
else:
|
||||
e.player_defending(interceptors=scrambled_aircraft)
|
||||
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)
|
||||
else:
|
||||
e.player_defending(escort=scrambled_aircraft)
|
||||
elif type(self.event) is GroundInterceptEvent:
|
||||
e = self.event # type: GroundInterceptEvent
|
||||
e.player_attacking(e.to_cp.position.random_point_within(30000), strikegroup=scrambled_aircraft)
|
||||
|
||||
self.game.initiate_event(self.event)
|
||||
EventResultsMenu(self.window, self.parent, self.game, self.event)
|
||||
|
||||
def update(self):
|
||||
self.window.clear_right_pane()
|
||||
row = 0
|
||||
|
||||
def label(text):
|
||||
nonlocal row
|
||||
Label(self.frame, text=text).grid(column=0, row=0)
|
||||
|
||||
row += 1
|
||||
|
||||
def scrable_row(unit_type, unit_count):
|
||||
nonlocal row
|
||||
Label(self.frame, text="{} ({})".format(unit_type.id and unit_type.id or unit_type.name, unit_count)).grid(column=0, row=row)
|
||||
e = Entry(self.frame)
|
||||
e.grid(column=1, row=row)
|
||||
|
||||
self.aircraft_scramble_entries[unit_type] = e
|
||||
row += 1
|
||||
|
||||
base = None # type: Base
|
||||
if self.event.attacker.name == self.game.player:
|
||||
base = self.event.from_cp.base
|
||||
else:
|
||||
base = self.event.to_cp.base
|
||||
|
||||
label("Aircraft")
|
||||
for unit, count in base.aircraft.items():
|
||||
scrable_row(unit, count)
|
||||
|
||||
Button(self.frame, text="Commit", command=self.start).grid(column=0, row=row)
|
||||
61
ui/eventresultsmenu.py
Normal file
61
ui/eventresultsmenu.py
Normal file
@ -0,0 +1,61 @@
|
||||
import math
|
||||
|
||||
from tkinter import *
|
||||
from ui.window import *
|
||||
|
||||
from userdata.debriefing_parser import *
|
||||
from game.game import *
|
||||
from game import event
|
||||
|
||||
|
||||
class EventResultsMenu:
|
||||
def __init__(self, window: Window, parent, game: Game, event: Event):
|
||||
self.window = window
|
||||
self.frame = window.right_pane
|
||||
self.parent = parent
|
||||
|
||||
self.game = game
|
||||
self.event = event
|
||||
|
||||
self.update()
|
||||
|
||||
def simulate_result(self, player_factor: float, enemy_factor: float, result: bool):
|
||||
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.type] = result.get(unit.type, 0) + 1 * mult
|
||||
|
||||
return {x: math.floor(y) for x, y in result.items()}
|
||||
|
||||
player_planes = self.event.operation.mission.country(self.game.player).plane_group
|
||||
enemy_planes = self.event.operation.mission.country(self.game.enemy).plane_group
|
||||
|
||||
player_losses = count_planes(player_planes, player_factor)
|
||||
enemy_losses = count_planes(enemy_planes, enemy_factor)
|
||||
|
||||
debriefing.destroyed_units = {
|
||||
self.game.player: player_losses,
|
||||
self.game.enemy: enemy_losses,
|
||||
}
|
||||
|
||||
self.game.finish_event(self.event, debriefing)
|
||||
self.game.pass_turn()
|
||||
self.parent.update()
|
||||
|
||||
return action
|
||||
|
||||
def update(self):
|
||||
self.window.clear_right_pane()
|
||||
|
||||
Button(self.frame, text="no losses, succ", command=self.simulate_result(0, 1, True)).grid(row=0, column=0)
|
||||
Button(self.frame, text="no losses, fail", command=self.simulate_result(0, 1, False)).grid(row=0, column=1)
|
||||
|
||||
Button(self.frame, text="half losses, succ", command=self.simulate_result(0.5, 0.5, True)).grid(row=1, column=0)
|
||||
Button(self.frame, text="half losses, fail", command=self.simulate_result(0.5, 0.5, False)).grid(row=1, column=1)
|
||||
|
||||
Button(self.frame, text="full losses, succ", command=self.simulate_result(1, 0, True)).grid(row=2, column=0)
|
||||
Button(self.frame, text="full losses, fail", command=self.simulate_result(1, 0, False)).grid(row=2, column=1)
|
||||
78
ui/mainmenu.py
Normal file
78
ui/mainmenu.py
Normal file
@ -0,0 +1,78 @@
|
||||
from tkinter import *
|
||||
from tkinter.ttk import *
|
||||
|
||||
from ui.window import *
|
||||
from ui.eventmenu import *
|
||||
from ui.basemenu import *
|
||||
|
||||
from game.game import *
|
||||
|
||||
class MainMenu:
|
||||
def __init__(self, game: Game, window: Window):
|
||||
self.image = PhotoImage(file="resources/caumap.gif")
|
||||
self.game = game
|
||||
self.window = window
|
||||
|
||||
map = Label(window.left_pane, image=self.image)
|
||||
map.grid(column=0, row=0)
|
||||
|
||||
self.frame = self.window.right_pane
|
||||
self.frame.grid_columnconfigure(0, weight=1)
|
||||
self.update()
|
||||
|
||||
def pass_turn(self):
|
||||
self.game.pass_turn()
|
||||
self.update()
|
||||
|
||||
def start_event(self, event) -> typing.Callable:
|
||||
return lambda: EventMenu(self.window, self, self.game, event)
|
||||
|
||||
def go_cp(self, cp: ControlPoint) -> typing.Callable:
|
||||
return lambda: BaseMenu(self.window, self, self.game, cp.base)
|
||||
|
||||
def update(self):
|
||||
self.window.clear_right_pane()
|
||||
|
||||
row = 1
|
||||
|
||||
def label(text):
|
||||
nonlocal row
|
||||
Label(self.frame, text=text).grid(column=0, row=row, sticky=NW)
|
||||
row += 1
|
||||
|
||||
def event_button(event, text):
|
||||
nonlocal row
|
||||
Button(self.frame, text=text, command=self.start_event(event)).grid(column=0, row=row, sticky=N)
|
||||
row += 1
|
||||
|
||||
def cp_button(cp):
|
||||
nonlocal row
|
||||
title = "{}{}{}{}".format(
|
||||
cp.name,
|
||||
"^" * cp.base.total_planes,
|
||||
"." * cp.base.total_armor,
|
||||
"*" * cp.base.total_aa)
|
||||
Button(self.frame, text=title, command=self.go_cp(cp)).grid(column=0, row=row, sticky=NW)
|
||||
row += 1
|
||||
|
||||
Button(self.frame, text="Pass turn", command=self.pass_turn).grid(column=0, row=row, sticky=N); row += 1
|
||||
label("Budget: {}m".format(self.game.budget))
|
||||
|
||||
for event in self.game.events:
|
||||
event_button(event, "{} {}".format(event.attacker.name != self.game.player and "!" or " ", event))
|
||||
|
||||
Separator(self.frame, orient='horizontal').grid(column=0, row=row, sticky=EW); row += 1
|
||||
for cp in self.game.theater.player_points():
|
||||
cp_button(cp)
|
||||
|
||||
Separator(self.frame, orient='horizontal').grid(column=0, row=row, sticky=EW); row += 1
|
||||
for cp in self.game.theater.enemy_bases():
|
||||
title = "[{}] {}{}{}{}".format(
|
||||
int(cp.base.strength * 10),
|
||||
cp.name,
|
||||
"^" * cp.base.total_planes,
|
||||
"." * cp.base.total_armor,
|
||||
"*" * cp.base.total_aa)
|
||||
Label(self.frame, text=title).grid(column=0, row=row, sticky=NE)
|
||||
row += 1
|
||||
|
||||
41
ui/window.py
Normal file
41
ui/window.py
Normal file
@ -0,0 +1,41 @@
|
||||
from tkinter import *
|
||||
|
||||
|
||||
class Window:
|
||||
image = None
|
||||
left_pane = None # type: Frame
|
||||
right_pane = None # type: Frame
|
||||
|
||||
def __init__(self):
|
||||
self.tk = Tk()
|
||||
self.tk.grid_columnconfigure(0, weight=1)
|
||||
self.tk.grid_rowconfigure(0, weight=1)
|
||||
|
||||
self.frame = Frame(self.tk)
|
||||
self.frame.grid(column=0, row=0, sticky=NSEW)
|
||||
self.frame.grid_columnconfigure(0, minsize=300)
|
||||
self.frame.grid_columnconfigure(1, minsize=300)
|
||||
|
||||
self.frame.grid_columnconfigure(0, weight=0)
|
||||
self.frame.grid_columnconfigure(1, weight=1)
|
||||
self.frame.grid_rowconfigure(0, weight=1)
|
||||
|
||||
self.left_pane = Frame(self.frame)
|
||||
self.left_pane.grid(column=0, row=0, sticky=NSEW)
|
||||
self.right_pane = Frame(self.frame)
|
||||
self.right_pane.grid(column=1, row=0, sticky=NSEW)
|
||||
|
||||
self.tk.focus()
|
||||
|
||||
def clear_right_pane(self):
|
||||
for x in self.right_pane.winfo_children():
|
||||
x.grid_remove()
|
||||
|
||||
def clear(self):
|
||||
for x in self.left_pane.winfo_children():
|
||||
x.grid_remove()
|
||||
for x in self.right_pane.winfo_children():
|
||||
x.grid_remove()
|
||||
|
||||
def run(self):
|
||||
self.tk.mainloop()
|
||||
12
userdata/debriefing_parser.py
Normal file
12
userdata/debriefing_parser.py
Normal file
@ -0,0 +1,12 @@
|
||||
import typing
|
||||
import json
|
||||
|
||||
|
||||
class Debriefing:
|
||||
def __init__(self):
|
||||
self.destroyed_units = {} # type: typing.Dict[str, typing.Dict[str, int]]
|
||||
|
||||
def parse(self, path: str):
|
||||
with open(path, "r") as f:
|
||||
events = json.load(f)
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user