Fixed a few issue with the briefing view.

This commit is contained in:
Khopa 2019-10-04 22:18:20 +02:00
parent 650ee9666d
commit 079248bfeb

View File

@ -21,8 +21,15 @@ class QBriefingWindow(QDialog):
self.setMinimumSize(200,200)
self.setWindowIcon(CONST.EVENT_ICONS[self.gameEvent.__class__])
self.setModal(True)
self.base = self.gameEvent.from_cp.base
self.game = self.gameEvent.game
if self.gameEvent.attacker_name == self.game.player_name:
self.base = self.gameEvent.from_cp.base
self.playerFromCp = self.gameEvent.from_cp
else:
self.base = self.gameEvent.to_cp.base
self.playerFromCp = self.gameEvent.to_cp
self.scramble_entries = {k: {} for k in self.gameEvent.tasks}
self.initUi()
@ -30,22 +37,46 @@ class QBriefingWindow(QDialog):
self.layout = QVBoxLayout()
self.scramble_box = QGroupBox("Units")
self.gridLayout = QGridLayout()
self.scramble_box.setLayout(self.gridLayout)
self.depart_box = QGroupBox("Departure")
self.depart_layout = QHBoxLayout()
self.depart_box.setLayout(self.depart_layout)
self.depart_from_label = QLabel("Depart from : ")
self.depart_from = QComboBox()
for cp in [b for b in self.game.theater.controlpoints if b.captured]:
for i, cp in enumerate([b for b in self.game.theater.controlpoints if b.captured]):
self.depart_from.addItem(str(cp.name), cp)
if cp.name == self.playerFromCp.name:
self.depart_from.setCurrentIndex(i)
self.depart_from.currentTextChanged.connect(self.on_departure_cp_changed)
self.depart_layout.addWidget(self.depart_from_label)
self.depart_layout.addWidget(self.depart_from)
# Mission Description
self.gridLayout = QGridLayout()
self.initUnitRows()
self.scramble_box = QGroupBox("Units")
self.scramble_box.setLayout(self.gridLayout)
self.action_layout = QHBoxLayout()
self.commit_button = QPushButton("Commit")
self.back_button = QPushButton("Cancel")
self.commit_button.clicked.connect(self.start)
self.back_button.clicked.connect(self.close)
self.action_layout.addWidget(self.commit_button)
self.action_layout.addWidget(self.back_button)
self.support_box = self.initSupportBox()
self.layout.addWidget(QLabel("<h2>{} on {}</h2>".format(self.gameEvent, self.gameEvent.to_cp.name)))
self.layout.addWidget(self.depart_box)
self.layout.addWidget(self.scramble_box)
self.layout.addWidget(self.support_box)
self.layout.addWidget(QLabel("<b>Ready?</b>"))
self.layout.addLayout(self.action_layout)
self.setLayout(self.layout)
def initUnitRows(self):
row = 0
def header(text, row):
@ -66,8 +97,6 @@ class QBriefingWindow(QDialog):
self.scramble_entries[task_type][unit_type] = scramble_entry, client_entry
# Mission Description
# Table headers
self.gridLayout.addWidget(QLabel("Amount"), row, 1)
self.gridLayout.addWidget(QLabel("Client slots"), row, 2)
@ -89,26 +118,11 @@ class QBriefingWindow(QDialog):
self.gridLayout.addWidget(QLabel("No units"), row, 1)
row += 1
for t, c in self.base.aircraft.items():
print(t,c)
scramble_row(flight_task, t, c, True, row)
row += 1
self.action_layout = QHBoxLayout()
self.commit_button = QPushButton("Commit")
self.back_button = QPushButton("Cancel")
self.commit_button.clicked.connect(self.start)
self.back_button.clicked.connect(self.close)
self.action_layout.addWidget(self.commit_button)
self.action_layout.addWidget(self.back_button)
self.support_box = self.initSupportBox()
self.layout.addWidget(QLabel("<h2>{} on {}</h2>".format(self.gameEvent, self.gameEvent.to_cp.name)))
self.layout.addWidget(self.depart_box)
self.layout.addWidget(self.scramble_box)
self.layout.addWidget(self.support_box)
self.layout.addWidget(QLabel("<b>Ready?</b>"))
self.layout.addLayout(self.action_layout)
self.setLayout(self.layout)
return self.gridLayout
def initSupportBox(self):
@ -222,7 +236,7 @@ class QBriefingWindow(QDialog):
if self.game.is_player_attack(self.gameEvent):
if isinstance(self.gameEvent, FrontlineAttackEvent) or isinstance(self.gameEvent, FrontlinePatrolEvent):
if self.gameEvent.from_cp.base.total_armor == 0:
if self.base.total_armor == 0:
self.showErrorMessage("No ground vehicles available to attack!")
return
@ -247,4 +261,24 @@ class QBriefingWindow(QDialog):
about.setWindowTitle("Error")
about.setIcon(QMessageBox.Icon.Critical)
about.setText(text)
about.exec_()
about.exec_()
def on_departure_cp_changed(self):
selectedBase = self.depart_from.itemData(self.depart_from.currentIndex())
for i, cp in enumerate([b for b in self.game.theater.controlpoints if b.captured]):
if cp.name == selectedBase.name:
self.base = cp.base
self.playerFromCp = cp
break
# Clear current selection
self.scramble_entries = {k: {} for k in self.gameEvent.tasks}
# Clear the grid layout
for i in reversed(range(self.gridLayout.count())):
self.gridLayout.itemAt(i).widget().setParent(None)
# Rebuild the grid layout, so that it correspond to the newly selected CP
self.initUnitRows()