mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Implement Template System for ground objects
- Factored out the current generators to use a better approach with Templates build from the dcs mission editor. - This information is extended with a template-mapping in a json file which allows to logically group together multiple dcs groups and even statics to one template - The combination of mapping and miz will be serialized to a template.json which is only used for loading. - Factions now load templates during initialization and hold all the templates they can really use. This is based around the faction file. - Implemented a template randomizer which allows to add some randomization to templates - Each Template Group can have 1 randomizer which randomizes unit_type and size based on the mapping definition. Larger groups need to be devided in more fine detailed groups as we can now handle them better due to the change from dcs group types to our own classes. - Rewritten the ArmorGroup, Naval and EWR template handling Rework GroundObjectBuyMenu to support templates
This commit is contained in:
@@ -1,17 +1,12 @@
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import logging
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from typing import List, Optional
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from PySide2.QtGui import Qt
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from PySide2.QtWidgets import (
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QComboBox,
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QDialog,
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QGridLayout,
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QGroupBox,
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QHBoxLayout,
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QLabel,
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QMessageBox,
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QPushButton,
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QSpinBox,
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QVBoxLayout,
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)
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from dcs import Point, vehicles
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@@ -19,6 +14,7 @@ from dcs import Point, vehicles
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from game import Game
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from game.config import REWARDS
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from game.data.building_data import FORTIFICATION_BUILDINGS
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from game.data.groundunitclass import GroundUnitClass
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from game.dcs.groundunittype import GroundUnitType
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from game.theater import ControlPoint, TheaterGroundObject
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from game.theater.theatergroundobject import (
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@@ -27,13 +23,11 @@ from game.theater.theatergroundobject import (
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SamGroundObject,
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VehicleGroupGroundObject,
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)
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from gen.defenses.armor_group_generator import generate_armor_group_of_type_and_size
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from gen.sam.ewr_group_generator import get_faction_possible_ewrs_generator
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from gen.sam.sam_group_generator import get_faction_possible_sams_generator
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from qt_ui.uiconstants import EVENT_ICONS
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from qt_ui.widgets.QBudgetBox import QBudgetBox
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from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
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from qt_ui.windows.groundobject.QBuildingInfo import QBuildingInfo
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from qt_ui.windows.groundobject.QGroundObjectBuyMenu import QGroundObjectBuyMenu
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class QGroundObjectMenu(QDialog):
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@@ -41,17 +35,12 @@ class QGroundObjectMenu(QDialog):
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self,
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parent,
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ground_object: TheaterGroundObject,
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buildings: Optional[List[TheaterGroundObject]],
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cp: ControlPoint,
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game: Game,
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):
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super().__init__(parent)
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self.setMinimumWidth(350)
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self.ground_object = ground_object
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if buildings is None:
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self.buildings = []
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else:
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self.buildings = buildings
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self.cp = cp
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self.game = game
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self.setWindowTitle(
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@@ -231,225 +220,7 @@ class QGroundObjectMenu(QDialog):
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GameUpdateSignal.get_instance().updateGame(self.game)
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def buy_group(self):
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self.subwindow = QBuyGroupForGroundObjectDialog(
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self, self.ground_object, self.cp, self.game, self.total_value
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self.subwindow = QGroundObjectBuyMenu(
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self, self.ground_object, self.game, self.total_value
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)
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self.subwindow.show()
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class QBuyGroupForGroundObjectDialog(QDialog):
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def __init__(
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self,
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parent,
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ground_object: TheaterGroundObject,
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cp: ControlPoint,
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game: Game,
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current_group_value: int,
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):
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super(QBuyGroupForGroundObjectDialog, self).__init__(parent)
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self.setMinimumWidth(350)
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self.ground_object = ground_object
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self.cp = cp
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self.game = game
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self.current_group_value = current_group_value
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self.setWindowTitle("Buy units @ " + self.ground_object.obj_name)
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self.setWindowIcon(EVENT_ICONS["capture"])
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self.buySamButton = QPushButton("Buy")
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self.buyArmorButton = QPushButton("Buy")
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self.buySamLayout = QGridLayout()
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self.buyArmorLayout = QGridLayout()
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self.amount = QSpinBox()
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self.buyArmorCombo = QComboBox()
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self.samCombo = QComboBox()
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self.buySamBox = QGroupBox("Buy SAM site :")
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self.buyArmorBox = QGroupBox("Buy defensive position :")
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faction = self.game.blue.faction
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# Sams
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possible_sams = get_faction_possible_sams_generator(faction)
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for sam in possible_sams:
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# Pre Generate SAM to get the real price
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generator = sam(self.game, self.ground_object)
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generator.generate()
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self.samCombo.addItem(
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generator.name + " [$" + str(generator.price) + "M]", userData=generator
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)
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self.samCombo.currentIndexChanged.connect(self.samComboChanged)
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self.buySamLayout.addWidget(QLabel("Site Type :"), 0, 0, Qt.AlignLeft)
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self.buySamLayout.addWidget(self.samCombo, 0, 1, alignment=Qt.AlignRight)
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self.buySamLayout.addWidget(self.buySamButton, 1, 1, alignment=Qt.AlignRight)
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stretch = QVBoxLayout()
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stretch.addStretch()
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self.buySamLayout.addLayout(stretch, 2, 0)
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self.buySamButton.clicked.connect(self.buySam)
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# EWRs
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buy_ewr_box = QGroupBox("Buy EWR:")
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buy_ewr_layout = QGridLayout()
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buy_ewr_box.setLayout(buy_ewr_layout)
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buy_ewr_layout.addWidget(QLabel("Radar type:"), 0, 0, Qt.AlignLeft)
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self.ewr_selector = QComboBox()
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buy_ewr_layout.addWidget(self.ewr_selector, 0, 1, alignment=Qt.AlignRight)
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ewr_types = get_faction_possible_ewrs_generator(faction)
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for ewr_type in ewr_types:
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# Pre Generate to get the real price
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generator = ewr_type(self.game, self.ground_object)
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generator.generate()
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self.ewr_selector.addItem(
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generator.name() + " [$" + str(generator.price) + "M]",
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userData=generator,
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)
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self.ewr_selector.currentIndexChanged.connect(self.on_ewr_selection_changed)
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self.buy_ewr_button = QPushButton("Buy")
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self.buy_ewr_button.clicked.connect(self.buy_ewr)
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buy_ewr_layout.addWidget(self.buy_ewr_button, 1, 1, alignment=Qt.AlignRight)
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stretch = QVBoxLayout()
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stretch.addStretch()
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buy_ewr_layout.addLayout(stretch, 2, 0)
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# Armored units
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for unit in set(faction.ground_units):
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self.buyArmorCombo.addItem(f"{unit} [${unit.price}M]", userData=unit)
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self.buyArmorCombo.currentIndexChanged.connect(self.armorComboChanged)
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self.amount.setMinimum(2)
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self.amount.setMaximum(8)
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self.amount.setValue(2)
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self.amount.valueChanged.connect(self.amountComboChanged)
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self.buyArmorLayout.addWidget(QLabel("Unit type :"), 0, 0, Qt.AlignLeft)
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self.buyArmorLayout.addWidget(self.buyArmorCombo, 0, 1, alignment=Qt.AlignRight)
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self.buyArmorLayout.addWidget(
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QLabel("Group size :"), 1, 0, alignment=Qt.AlignLeft
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)
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self.buyArmorLayout.addWidget(self.amount, 1, 1, alignment=Qt.AlignRight)
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self.buyArmorLayout.addWidget(
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self.buyArmorButton, 2, 1, alignment=Qt.AlignRight
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)
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stretch2 = QVBoxLayout()
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stretch2.addStretch()
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self.buyArmorLayout.addLayout(stretch2, 3, 0)
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self.buyArmorButton.clicked.connect(self.buyArmor)
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# Do layout
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self.buySamBox.setLayout(self.buySamLayout)
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self.buyArmorBox.setLayout(self.buyArmorLayout)
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self.mainLayout = QHBoxLayout()
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if isinstance(self.ground_object, SamGroundObject):
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self.mainLayout.addWidget(self.buySamBox)
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elif isinstance(self.ground_object, VehicleGroupGroundObject):
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self.mainLayout.addWidget(self.buyArmorBox)
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elif isinstance(self.ground_object, EwrGroundObject):
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self.mainLayout.addWidget(buy_ewr_box)
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self.setLayout(self.mainLayout)
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try:
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self.samComboChanged(0)
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self.armorComboChanged(0)
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self.on_ewr_selection_changed(0)
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except:
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pass
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def samComboChanged(self, index):
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self.buySamButton.setText(
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"Buy [$"
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+ str(self.samCombo.itemData(index).price)
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+ "M] [-$"
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+ str(self.current_group_value)
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+ "M]"
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)
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def on_ewr_selection_changed(self, index):
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ewr = self.ewr_selector.itemData(index)
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self.buy_ewr_button.setText(
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f"Buy [${ewr.price}M][-${self.current_group_value}M]"
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)
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def armorComboChanged(self, index):
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unit_type = self.buyArmorCombo.itemData(self.buyArmorCombo.currentIndex())
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price = unit_type.price * self.amount.value()
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self.buyArmorButton.setText(f"Buy [${price}M][-${self.current_group_value}M]")
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def amountComboChanged(self):
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unit_type = self.buyArmorCombo.itemData(self.buyArmorCombo.currentIndex())
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price = unit_type.price * self.amount.value()
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self.buyArmorButton.setText(f"Buy [${price}M][-${self.current_group_value}M]")
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def buyArmor(self):
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logging.info("Buying Armor ")
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utype = self.buyArmorCombo.itemData(self.buyArmorCombo.currentIndex())
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price = utype.price * self.amount.value() - self.current_group_value
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if price > self.game.blue.budget:
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self.error_money()
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self.close()
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return
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else:
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self.game.blue.budget -= price
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# Generate Armor
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group = generate_armor_group_of_type_and_size(
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self.game, self.ground_object, utype, int(self.amount.value())
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)
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self.ground_object.groups = [group]
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# Replan redfor missions
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self.game.initialize_turn(for_red=True, for_blue=False)
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GameUpdateSignal.get_instance().updateGame(self.game)
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def buySam(self):
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sam_generator = self.samCombo.itemData(self.samCombo.currentIndex())
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price = sam_generator.price - self.current_group_value
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if price > self.game.blue.budget:
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self.error_money()
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return
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else:
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self.game.blue.budget -= price
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self.ground_object.groups = list(sam_generator.groups)
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# Replan redfor missions
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self.game.initialize_turn(for_red=True, for_blue=False)
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GameUpdateSignal.get_instance().updateGame(self.game)
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def buy_ewr(self):
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ewr_generator = self.ewr_selector.itemData(self.ewr_selector.currentIndex())
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price = ewr_generator.price - self.current_group_value
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if price > self.game.blue.budget:
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self.error_money()
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return
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else:
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self.game.blue.budget -= price
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self.ground_object.groups = [ewr_generator.vg]
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# Replan redfor missions
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self.game.initialize_turn(for_red=True, for_blue=False)
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GameUpdateSignal.get_instance().updateGame(self.game)
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def error_money(self):
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msg = QMessageBox()
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msg.setIcon(QMessageBox.Information)
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msg.setText("Not enough money to buy these units !")
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msg.setWindowTitle("Not enough money")
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msg.setStandardButtons(QMessageBox.Ok)
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msg.setWindowFlags(Qt.WindowStaysOnTopHint)
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msg.exec_()
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self.close()
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