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Merge pull request #716 from SimonC6R/sold-aircraft-state
Adds a buffer for sold aircraft/vehicles.
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commit
8a9177b459
@ -350,6 +350,10 @@ class UnitsDeliveryEvent:
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for k, v in units.items():
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self.units[k] = self.units.get(k, 0) + v
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def sell(self, units: Dict[Type[UnitType], int]) -> None:
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for k, v in units.items():
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self.units[k] = self.units.get(k, 0) - v
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def consume_each_order(self) -> Iterator[Tuple[Type[UnitType], int]]:
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while self.units:
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yield self.units.popitem()
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@ -366,12 +370,30 @@ class UnitsDeliveryEvent:
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f"Refunding {count} {unit_type.id} at {self.to_cp.name}")
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game.adjust_budget(price * count, player=self.to_cp.captured)
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def available_next_turn(self, unit_type: Type[UnitType]) -> int:
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pending_units = self.units.get(unit_type)
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if pending_units is None:
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pending_units = 0
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current_units = self.to_cp.base.total_units_of_type(unit_type)
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return pending_units + current_units
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def process(self, game: Game) -> None:
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bought_units: Dict[Type[UnitType], int] = {}
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sold_units: Dict[Type[UnitType], int] = {}
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for unit_type, count in self.units.items():
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coalition = "Ally" if self.to_cp.captured else "Enemy"
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aircraft = unit_type.id
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name = self.to_cp.name
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game.message(
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f"{coalition} reinforcements: {aircraft} x {count} at {name}")
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self.to_cp.base.commision_units(self.units)
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if count >= 0:
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bought_units[unit_type] = count
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game.message(
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f"{coalition} reinforcements: {aircraft} x {count} at {name}")
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else:
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sold_units[unit_type] = -count
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game.message(
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f"{coalition} sold: {aircraft} x {-count} at {name}")
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self.to_cp.base.commision_units(bought_units)
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self.to_cp.base.commit_losses(sold_units)
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self.units = {}
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bought_units = {}
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sold_units = {}
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@ -136,17 +136,12 @@ class QRecruitBehaviour:
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self.update_available_budget()
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def sell(self, unit_type):
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if self.pending_deliveries.units.get(unit_type, 0) > 0:
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if self.pending_deliveries.available_next_turn(unit_type) > 0:
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price = db.PRICES[unit_type]
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self.budget += price
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self.pending_deliveries.units[unit_type] = self.pending_deliveries.units[unit_type] - 1
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self.pending_deliveries.sell({unit_type: 1})
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if self.pending_deliveries.units[unit_type] == 0:
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del self.pending_deliveries.units[unit_type]
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elif self.cp.base.total_units_of_type(unit_type) > 0:
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price = db.PRICES[unit_type]
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self.budget += price
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self.cp.base.commit_losses({unit_type: 1})
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self._update_count_label(unit_type)
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self.update_available_budget()
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@ -92,7 +92,13 @@ class QAircraftRecruitmentMenu(QFrame, QRecruitBehaviour):
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self, "No space for additional aircraft",
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f"There is no parking space left at {self.cp.name} to accommodate another plane.", QMessageBox.Ok)
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return
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# If we change our mind about selling, we want the aircraft to be put
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# back in the inventory immediately.
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elif self.pending_deliveries.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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inventory.add_aircraft(unit_type, 1)
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super().buy(unit_type)
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self.hangar_status.update_label()
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@ -5,8 +5,10 @@ from PySide2.QtWidgets import (
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QScrollArea,
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QVBoxLayout,
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QWidget,
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QMessageBox,
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)
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from dcs.task import PinpointStrike
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from dcs.unittype import FlyingType, UnitType
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from game import db
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from game.theater import ControlPoint
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@ -57,3 +59,12 @@ class QArmorRecruitmentMenu(QFrame, QRecruitBehaviour):
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scroll.setWidget(scroll_content)
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main_layout.addWidget(scroll)
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self.setLayout(main_layout)
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def sell(self, unit_type: UnitType):
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if self.pending_deliveries.available_next_turn(unit_type) <= 0:
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QMessageBox.critical(
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self, "Could not sell ground unit",
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f"Attempted to sell one {unit_type.id} at {self.cp.name} "
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"but none are available.", QMessageBox.Ok)
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return
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super().sell(unit_type)
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