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Handle inventory when selling aircraft.
This still leaves a bit to be desired, namely that selling aircraft happens immediately but buying aircraft takes a turn. However, that's how this behaved before, so this restores the 2.1 behavior. Worth investigating further in the future.
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@ -6,6 +6,7 @@ from PySide2.QtWidgets import (
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QGridLayout,
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QHBoxLayout,
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QLabel,
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QMessageBox,
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QScrollArea,
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QVBoxLayout,
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QWidget,
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@ -88,7 +89,21 @@ class QAircraftRecruitmentMenu(QFrame, QRecruitBehaviour):
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super().buy(unit_type)
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self.hangar_status.update_label(self.total_units, self.cp.available_aircraft_slots)
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def sell(self, unit_type):
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def sell(self, unit_type: UnitType):
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# Don't need to remove aircraft from the inventory if we're canceling
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# orders.
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if self.deliveryEvent.units.get(unit_type, 0) <= 0:
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global_inventory = self.game_model.game.aircraft_inventory
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inventory = global_inventory.for_control_point(self.cp)
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try:
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inventory.remove_aircraft(unit_type, 1)
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except ValueError:
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QMessageBox.critical(
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self, "Could not sell aircraft",
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f"Attempted to sell one {unit_type.id} at {self.cp.name} "
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"but none are available. Are all aircraft currently "
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"assigned to a mission?", QMessageBox.Ok)
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return
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super().sell(unit_type)
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self.hangar_status.update_label(self.total_units, self.cp.available_aircraft_slots)
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