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https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Basic implementation of road based transfers.
This adds the models and UIs for creating ground unit transfer orders. Most of the feature is still missing: * The AI doesn't do them. * Transfers can move across the whole map in one turn. * Transfers between disconnected bases are allowed. * Transfers are not modeled in the simulation, so they can't be interdicted. https://github.com/Khopa/dcs_liberation/issues/824
This commit is contained in:
310
qt_ui/windows/basemenu/NewUnitTransferDialog.py
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310
qt_ui/windows/basemenu/NewUnitTransferDialog.py
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from __future__ import annotations
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import logging
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from collections import defaultdict
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from typing import Callable, Dict, Type
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from PySide2.QtCore import Qt
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from PySide2.QtWidgets import (
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QComboBox,
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QDialog,
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QFrame,
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QGridLayout,
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QGroupBox,
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QHBoxLayout,
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QLabel,
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QPushButton,
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QScrollArea,
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QSizePolicy,
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QSpacerItem,
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QVBoxLayout,
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QWidget,
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)
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from dcs.task import PinpointStrike
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from dcs.unittype import UnitType
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from game import db
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from game.theater import ControlPoint
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from game.transfers import RoadTransferOrder
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from qt_ui.models import GameModel
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from qt_ui.widgets.QLabeledWidget import QLabeledWidget
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class TransferDestinationComboBox(QComboBox):
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def __init__(self, game_model: GameModel, origin: ControlPoint) -> None:
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super().__init__()
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for cp in game_model.game.theater.controlpoints:
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if cp != origin and cp.captured and not cp.is_global:
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self.addItem(cp.name, cp)
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self.model().sort(0)
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self.setCurrentIndex(0)
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class UnitTransferList(QFrame):
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def __init__(self, cp: ControlPoint, game_model: GameModel):
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super().__init__(self)
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self.cp = cp
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self.game_model = game_model
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self.bought_amount_labels = {}
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self.existing_units_labels = {}
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main_layout = QVBoxLayout()
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self.setLayout(main_layout)
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scroll_content = QWidget()
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task_box_layout = QGridLayout()
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scroll_content.setLayout(task_box_layout)
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units_column = sorted(
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cp.base.armor,
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key=lambda u: db.unit_get_expanded_info(
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self.game_model.game.player_country, u, "name"
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),
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)
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count = 0
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for count, unit_type in enumerate(units_column):
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self.add_purchase_row(unit_type, task_box_layout, count)
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stretch = QVBoxLayout()
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stretch.addStretch()
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task_box_layout.addLayout(stretch, count, 0)
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scroll_content.setLayout(task_box_layout)
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scroll = QScrollArea()
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scroll.setHorizontalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
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scroll.setVerticalScrollBarPolicy(Qt.ScrollBarAlwaysOn)
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scroll.setWidgetResizable(True)
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scroll.setWidget(scroll_content)
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main_layout.addWidget(scroll)
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class TransferDestinationPanel(QVBoxLayout):
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def __init__(self, label: str, origin: ControlPoint, game_model: GameModel) -> None:
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super().__init__()
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self.source_combo_box = TransferDestinationComboBox(game_model, origin)
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self.addLayout(QLabeledWidget(label, self.source_combo_box))
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@property
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def changed(self):
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return self.source_combo_box.currentIndexChanged
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@property
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def current(self) -> ControlPoint:
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return self.source_combo_box.currentData()
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class TransferControls(QGroupBox):
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def __init__(
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self,
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increase_text: str,
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on_increase: Callable[[TransferControls], None],
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decrease_text: str,
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on_decrease: Callable[[TransferControls], None],
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initial_amount: int = 0,
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disabled: bool = False,
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) -> None:
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super().__init__()
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self.quantity = initial_amount
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self.setProperty("style", "buy-box")
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self.setMaximumHeight(36)
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self.setMinimumHeight(36)
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layout = QHBoxLayout()
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self.setLayout(layout)
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decrease = QPushButton(decrease_text)
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decrease.setProperty("style", "btn-sell")
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decrease.setDisabled(disabled)
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decrease.setMinimumSize(16, 16)
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decrease.setMaximumSize(16, 16)
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decrease.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed))
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decrease.clicked.connect(lambda: on_decrease(self))
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layout.addWidget(decrease)
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self.count_label = QLabel()
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self.count_label.setSizePolicy(
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QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed)
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)
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self.set_quantity(initial_amount)
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layout.addWidget(self.count_label)
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increase = QPushButton(increase_text)
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increase.setProperty("style", "btn-buy")
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increase.setDisabled(disabled)
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increase.setMinimumSize(16, 16)
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increase.setMaximumSize(16, 16)
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increase.clicked.connect(lambda: on_increase(self))
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increase.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed))
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layout.addWidget(increase)
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def set_quantity(self, quantity: int) -> None:
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self.quantity = quantity
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self.count_label.setText(f"<b>{self.quantity}</b>")
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class ScrollingUnitTransferGrid(QFrame):
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def __init__(self, cp: ControlPoint, game_model: GameModel) -> None:
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super().__init__()
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self.cp = cp
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self.game_model = game_model
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self.transfers: Dict[Type[UnitType, int]] = defaultdict(int)
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main_layout = QVBoxLayout()
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scroll_content = QWidget()
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task_box_layout = QGridLayout()
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unit_types = set(
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db.find_unittype(PinpointStrike, self.game_model.game.player_name)
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)
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sorted_units = sorted(
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{u for u in unit_types if self.cp.base.total_units_of_type(u)},
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key=lambda u: db.unit_get_expanded_info(
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self.game_model.game.player_country, u, "name"
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),
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)
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for row, unit_type in enumerate(sorted_units):
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self.add_unit_row(unit_type, task_box_layout, row)
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stretch = QVBoxLayout()
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stretch.addStretch()
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task_box_layout.addLayout(stretch, task_box_layout.count(), 0)
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scroll_content.setLayout(task_box_layout)
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scroll = QScrollArea()
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scroll.setHorizontalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
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scroll.setVerticalScrollBarPolicy(Qt.ScrollBarAlwaysOn)
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scroll.setWidgetResizable(True)
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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 add_unit_row(
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self,
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unit_type: Type[UnitType],
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layout: QGridLayout,
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row: int,
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) -> None:
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exist = QGroupBox()
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exist.setProperty("style", "buy-box")
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exist.setMaximumHeight(36)
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exist.setMinimumHeight(36)
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origin_inventory_layout = QHBoxLayout()
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exist.setLayout(origin_inventory_layout)
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origin_inventory = self.cp.base.total_units_of_type(unit_type)
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unit_name = QLabel(
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"<b>"
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+ db.unit_get_expanded_info(
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self.game_model.game.player_country, unit_type, "name"
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)
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+ "</b>"
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)
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unit_name.setSizePolicy(
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QSizePolicy(QSizePolicy.Expanding, QSizePolicy.Expanding)
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)
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origin_inventory_label = QLabel(str(origin_inventory))
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origin_inventory_label.setSizePolicy(
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QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed)
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)
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def increase(controls: TransferControls):
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nonlocal origin_inventory
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nonlocal origin_inventory_label
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if not origin_inventory:
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return
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self.transfers[unit_type] += 1
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origin_inventory -= 1
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controls.set_quantity(self.transfers[unit_type])
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origin_inventory_label.setText(str(origin_inventory))
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def decrease(controls: TransferControls):
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nonlocal origin_inventory
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nonlocal origin_inventory_label
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if not controls.quantity:
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return
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self.transfers[unit_type] -= 1
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origin_inventory += 1
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controls.set_quantity(self.transfers[unit_type])
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origin_inventory_label.setText(str(origin_inventory))
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transfer_controls = TransferControls("->", increase, "<-", decrease)
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origin_inventory_layout.addWidget(unit_name)
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origin_inventory_layout.addItem(
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QSpacerItem(20, 0, QSizePolicy.Minimum, QSizePolicy.Minimum)
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)
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origin_inventory_layout.addWidget(origin_inventory_label)
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origin_inventory_layout.addItem(
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QSpacerItem(20, 0, QSizePolicy.Minimum, QSizePolicy.Minimum)
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)
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layout.addWidget(exist, row, 1)
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layout.addWidget(transfer_controls, row, 2)
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class NewUnitTransferDialog(QDialog):
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def __init__(
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self,
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game_model: GameModel,
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origin: ControlPoint,
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parent=None,
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) -> None:
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super().__init__(parent)
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self.origin = origin
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self.setWindowTitle(f"New unit transfer from {origin.name}")
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self.game_model = game_model
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layout = QVBoxLayout()
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self.setLayout(layout)
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self.dest_panel = TransferDestinationPanel("Destination:", origin, game_model)
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self.dest_panel.changed.connect(self.on_destination_changed)
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layout.addLayout(self.dest_panel)
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self.transfer_panel = ScrollingUnitTransferGrid(origin, game_model)
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layout.addWidget(self.transfer_panel)
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self.submit_button = QPushButton("Create Transfer Order", parent=self)
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self.submit_button.clicked.connect(self.on_submit)
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self.submit_button.setProperty("style", "start-button")
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layout.addWidget(self.submit_button)
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def on_destination_changed(self, index: int) -> None:
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# Rebuild the transfer panel to reset everything. It's easier to recreate the
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# panel itself than to clear the grid layout in the panel.
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self.layout().removeWidget(self.transfer_panel)
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self.layout().removeWidget(self.submit_button)
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self.transfer_panel = ScrollingUnitTransferGrid(self.origin, self.game_model)
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self.layout().addWidget(self.transfer_panel)
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self.layout().addWidget(self.submit_button)
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def on_submit(self) -> None:
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transfers = {}
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for unit_type, count in self.transfer_panel.transfers.items():
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if not count:
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continue
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logging.info(
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f"Transferring {count} {unit_type.id} from "
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f"{self.transfer_panel.cp.name} to {self.dest_panel.current.name}"
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)
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transfers[unit_type] = count
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self.game_model.transfer_model.new_transfer(
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RoadTransferOrder(
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player=True,
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origin=self.transfer_panel.cp,
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destination=self.dest_panel.current,
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units=transfers,
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)
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)
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self.close()
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