mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Add display name property for unit types.
Unlike the variant ID, this can be changed without breaking save compat.
This commit is contained in:
@@ -611,12 +611,12 @@ class AircraftTypeList(QListView):
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self.add_aircraft_type(aircraft)
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def remove_aircraft_type(self, aircraft: AircraftType):
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for item in self.item_model.findItems(aircraft.variant_id):
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for item in self.item_model.findItems(aircraft.display_name):
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self.item_model.removeRow(item.row())
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self.page_index_changed.emit(self.selectionModel().currentIndex().row())
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def add_aircraft_type(self, aircraft: AircraftType):
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aircraft_item = QStandardItem(aircraft.variant_id)
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aircraft_item = QStandardItem(aircraft.display_name)
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icon = self.icon_for(aircraft)
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if icon is not None:
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aircraft_item.setIcon(icon)
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@@ -728,7 +728,7 @@ class AirWingConfigurationTab(QWidget):
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)
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# Add Squadron
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if not self.type_list.item_model.findItems(selected_type.variant_id):
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if not self.type_list.item_model.findItems(selected_type.display_name):
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self.type_list.add_aircraft_type(selected_type)
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# TODO Select the newly added type
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self.squadrons_panel.add_squadron_to_panel(squadron)
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@@ -814,8 +814,8 @@ class SquadronAircraftTypeSelector(QComboBox):
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super().__init__()
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self.setSizeAdjustPolicy(self.AdjustToContents)
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for type in sorted(types, key=lambda type: type.variant_id):
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self.addItem(type.variant_id, type)
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for type in sorted(types, key=lambda type: type.display_name):
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self.addItem(type.display_name, type)
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if selected_aircraft:
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self.setCurrentText(selected_aircraft)
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@@ -43,7 +43,7 @@ class SquadronDelegate(TwoColumnRowDelegate):
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nickname = ""
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return f"{squadron.name}{nickname}"
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elif (row, column) == (0, 1):
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return squadron.aircraft.variant_id
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return squadron.aircraft.display_name
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elif (row, column) == (1, 0):
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return squadron.location.name
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elif (row, column) == (1, 1):
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@@ -130,7 +130,7 @@ class AircraftInventoryData:
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player = "Player" if pilot.player else "AI"
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yield AircraftInventoryData(
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flight.departure.name,
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flight.unit_type.variant_id,
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flight.unit_type.display_name,
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flight_type,
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target,
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pilot_name,
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@@ -143,7 +143,12 @@ class AircraftInventoryData:
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) -> Iterator[AircraftInventoryData]:
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for _ in range(0, squadron.untasked_aircraft):
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yield AircraftInventoryData(
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squadron.name, squadron.aircraft.variant_id, "Idle", "N/A", "N/A", "N/A"
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squadron.name,
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squadron.aircraft.display_name,
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"Idle",
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"N/A",
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"N/A",
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"N/A",
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)
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@@ -24,7 +24,7 @@ class LossGrid(QGridLayout):
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super().__init__()
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self.add_loss_rows(
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debriefing.air_losses.by_type(player), lambda u: u.variant_id
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debriefing.air_losses.by_type(player), lambda u: u.display_name
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)
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self.add_loss_rows(
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debriefing.front_line_losses_by_type(player), lambda u: str(u)
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@@ -66,7 +66,7 @@ class QUnitInfoWindow(QDialog):
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self.setModal(True)
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self.game = game
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self.unit_type = unit_type
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self.name = unit_type.variant_id
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self.name = unit_type.display_name
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self.setWindowTitle(f"Unit Info: {self.name}")
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self.setWindowIcon(QIcon("./resources/icon.png"))
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self.setMinimumHeight(570)
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@@ -93,7 +93,7 @@ class QUnitInfoWindow(QDialog):
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self.details_grid_layout.setMargin(0)
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self.name_box = QLabel(
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f"<b>Name:</b> {unit_type.manufacturer} {unit_type.variant_id}"
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f"<b>Name:</b> {unit_type.manufacturer} {unit_type.display_name}"
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)
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self.name_box.setProperty("style", "info-element")
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@@ -33,11 +33,11 @@ class DepartingConvoyInfo(QGroupBox):
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if unit_type.dcs_id in VEHICLES_ICONS.keys():
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icon.setPixmap(VEHICLES_ICONS[unit_type.dcs_id])
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else:
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icon.setText("<b>" + unit_type.variant_id + "</b>")
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icon.setText("<b>" + unit_type.display_name + "</b>")
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icon.setProperty("style", "icon-armor")
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unit_layout.addWidget(icon, idx, 0)
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unit_layout.addWidget(
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QLabel(f"{count} x <strong>{unit_type.variant_id}</strong>"),
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QLabel(f"{count} x <strong>{unit_type.display_name}</strong>"),
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idx,
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1,
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)
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@@ -64,7 +64,7 @@ class UnitTransferList(QFrame):
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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(cp.base.armor, key=lambda u: u.variant_id)
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units_column = sorted(cp.base.armor, key=lambda u: u.display_name)
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count = 0
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for count, unit_type in enumerate(units_column):
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@@ -173,7 +173,7 @@ class ScrollingUnitTransferGrid(QFrame):
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unit_types = set(self.game_model.game.faction_for(player=True).ground_units)
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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: u.variant_id,
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key=lambda u: u.display_name,
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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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@@ -205,7 +205,7 @@ class ScrollingUnitTransferGrid(QFrame):
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origin_inventory = self.cp.base.total_units_of_type(unit_type)
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unit_name = QLabel(f"<b>{unit_type.variant_id}</b>")
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unit_name = QLabel(f"<b>{unit_type.display_name}</b>")
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unit_name.setSizePolicy(
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QSizePolicy(QSizePolicy.Expanding, QSizePolicy.Expanding)
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)
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@@ -45,7 +45,7 @@ class QAircraftRecruitmentMenu(UnitTransactionFrame[Squadron]):
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unit_types.add(squadron.aircraft)
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sorted_squadrons = sorted(
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cp.squadrons, key=lambda s: (s.aircraft.variant_id, s.name)
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cp.squadrons, key=lambda s: (s.aircraft.display_name, s.name)
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)
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for row, squadron in enumerate(sorted_squadrons):
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self.add_purchase_row(squadron, task_box_layout, row)
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@@ -32,7 +32,7 @@ class QArmorRecruitmentMenu(UnitTransactionFrame[GroundUnitType]):
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unit_types = list(
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set(self.game_model.game.faction_for(player=True).ground_units)
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)
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unit_types.sort(key=lambda u: u.variant_id)
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unit_types.sort(key=lambda u: u.display_name)
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for row, unit_type in enumerate(unit_types):
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self.add_purchase_row(unit_type, task_box_layout, row)
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stretch = QVBoxLayout()
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@@ -32,7 +32,7 @@ class QIntelInfo(QFrame):
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).present.items():
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if count:
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task_type = unit_type.dcs_unit_type.task_default.name
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units_by_task[task_type][unit_type.variant_id] += count
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units_by_task[task_type][unit_type.display_name] += count
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units_by_task = {
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task: units_by_task[task] for task in sorted(units_by_task.keys())
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@@ -41,7 +41,7 @@ class QIntelInfo(QFrame):
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front_line_units = defaultdict(int)
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for unit_type, count in self.cp.base.armor.items():
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if count:
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front_line_units[unit_type.variant_id] += count
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front_line_units[unit_type.display_name] += count
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units_by_task["Front line units"] = front_line_units
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for task, unit_types in units_by_task.items():
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@@ -76,7 +76,7 @@ class QTgoLayoutGroupRow(QWidget):
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# Add all possible units with the price
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for unit_type in force_group.unit_types_for_group(group):
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self.unit_selector.addItem(
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f"{unit_type.variant_id} [${unit_type.price}M]",
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f"{unit_type.display_name} [${unit_type.price}M]",
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userData=(unit_type.dcs_unit_type, unit_type.price),
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)
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# Add all possible statics with price = 0
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@@ -88,11 +88,11 @@ class AircraftIntelLayout(IntelTableLayout):
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continue
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self.add_header(f"{control_point.name} ({base_total})")
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for airframe in sorted(allocation.present, key=lambda k: k.variant_id):
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for airframe in sorted(allocation.present, key=lambda k: k.display_name):
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count = allocation.present[airframe]
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if not count:
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continue
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self.add_row(f" {airframe.variant_id}", count)
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self.add_row(f" {airframe.display_name}", count)
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self.add_row("")
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self.add_row("<b>Total</b>", total)
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@@ -117,11 +117,11 @@ class ArmyIntelLayout(IntelTableLayout):
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continue
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self.add_header(f"{control_point.name} ({base.total_armor})")
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for vehicle in sorted(base.armor, key=lambda k: k.variant_id):
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for vehicle in sorted(base.armor, key=lambda k: k.display_name):
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count = base.armor[vehicle]
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if not count:
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continue
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self.add_row(f" {vehicle.variant_id}", count)
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self.add_row(f" {vehicle.display_name}", count)
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self.add_row("")
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self.add_row("<b>Total</b>", total)
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