from __future__ import annotations import logging from enum import Enum from typing import Generic, TypeVar from PySide2.QtCore import Qt from PySide2.QtWidgets import ( QApplication, QFrame, QGridLayout, QGroupBox, QHBoxLayout, QLabel, QLayout, QMessageBox, QPushButton, QSizePolicy, QSpacerItem, ) from game.purchaseadapter import PurchaseAdapter, TransactionError from qt_ui.models import GameModel from qt_ui.windows.GameUpdateSignal import GameUpdateSignal from qt_ui.windows.QUnitInfoWindow import QUnitInfoWindow class RecruitType(Enum): BUY = 0 SELL = 1 TransactionItemType = TypeVar("TransactionItemType") class PurchaseGroup(QGroupBox, Generic[TransactionItemType]): def __init__( self, item: TransactionItemType, recruiter: UnitTransactionFrame[TransactionItemType], ) -> None: super().__init__() self.item = item self.recruiter = recruiter self.setProperty("style", "buy-box") self.setMaximumHeight(72) self.setMinimumHeight(36) layout = QHBoxLayout() self.setLayout(layout) self.sell_button = QPushButton("-") self.sell_button.setProperty("style", "btn-sell") self.sell_button.setDisabled(not recruiter.enable_sale(item)) self.sell_button.setMinimumSize(16, 16) self.sell_button.setMaximumSize(16, 16) self.sell_button.setSizePolicy( QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed) ) self.sell_button.clicked.connect( lambda: self.recruiter.recruit_handler(RecruitType.SELL, self.item) ) self.amount_bought = QLabel() self.amount_bought.setSizePolicy( QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed) ) self.buy_button = QPushButton("+") self.buy_button.setProperty("style", "btn-buy") self.buy_button.setDisabled(not recruiter.enable_purchase(item)) self.buy_button.setMinimumSize(16, 16) self.buy_button.setMaximumSize(16, 16) self.buy_button.clicked.connect( lambda: self.recruiter.recruit_handler(RecruitType.BUY, self.item) ) self.buy_button.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed)) layout.addWidget(self.sell_button) layout.addWidget(self.amount_bought) layout.addWidget(self.buy_button) self.update_state() @property def pending_units(self) -> int: return self.recruiter.pending_delivery_quantity(self.item) def update_state(self) -> None: self.buy_button.setEnabled(self.recruiter.enable_purchase(self.item)) self.buy_button.setToolTip( self.recruiter.purchase_tooltip(self.buy_button.isEnabled()) ) self.sell_button.setEnabled(self.recruiter.enable_sale(self.item)) self.sell_button.setToolTip( self.recruiter.sell_tooltip(self.sell_button.isEnabled()) ) self.amount_bought.setText(f"{self.pending_units}") class UnitTransactionFrame(QFrame, Generic[TransactionItemType]): BUDGET_FORMAT = "Available Budget: ${:.2f}M" def __init__( self, game_model: GameModel, purchase_adapter: PurchaseAdapter[TransactionItemType], ) -> None: super().__init__() self.game_model = game_model self.purchase_adapter = purchase_adapter self.existing_units_labels = {} self.purchase_groups: dict[ TransactionItemType, PurchaseGroup[TransactionItemType] ] = {} self.update_available_budget() def current_quantity_of(self, item: TransactionItemType) -> int: return self.purchase_adapter.current_quantity_of(item) def pending_delivery_quantity(self, item: TransactionItemType) -> int: return self.purchase_adapter.pending_delivery_quantity(item) def expected_quantity_next_turn(self, item: TransactionItemType) -> int: return self.purchase_adapter.expected_quantity_next_turn(item) def display_name_of( self, item: TransactionItemType, multiline: bool = False ) -> str: return self.purchase_adapter.name_of(item, multiline) def price_of(self, item: TransactionItemType) -> int: return self.purchase_adapter.price_of(item) @property def budget(self) -> float: return self.game_model.game.blue.budget @budget.setter def budget(self, value: int) -> None: self.game_model.game.blue.budget = value def add_purchase_row( self, item: TransactionItemType, layout: QGridLayout, row: int, ) -> None: exist = QGroupBox() exist.setProperty("style", "buy-box") exist.setMaximumHeight(72) exist.setMinimumHeight(36) existLayout = QHBoxLayout() existLayout.setSizeConstraint(QLayout.SetMinimumSize) exist.setLayout(existLayout) existing_units = self.current_quantity_of(item) unitName = QLabel(f"{self.display_name_of(item, multiline=True)}") unitName.setSizePolicy( QSizePolicy(QSizePolicy.Expanding, QSizePolicy.Expanding) ) existing_units = QLabel(str(existing_units)) existing_units.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed)) self.existing_units_labels[item] = existing_units price = QLabel(f"$ {self.price_of(item)} M") price.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed)) purchase_group = PurchaseGroup(item, self) self.purchase_groups[item] = purchase_group info = QGroupBox() info.setProperty("style", "buy-box") info.setMaximumHeight(72) info.setMinimumHeight(36) infolayout = QHBoxLayout() info.setLayout(infolayout) unitInfo = QPushButton("i") unitInfo.setProperty("style", "btn-info") unitInfo.setMinimumSize(16, 16) unitInfo.setMaximumSize(16, 16) unitInfo.clicked.connect(lambda: self.info(item)) unitInfo.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed)) existLayout.addWidget(unitName) existLayout.addItem( QSpacerItem(20, 0, QSizePolicy.Minimum, QSizePolicy.Minimum) ) existLayout.addWidget(existing_units) existLayout.addItem( QSpacerItem(20, 0, QSizePolicy.Minimum, QSizePolicy.Minimum) ) existLayout.addWidget(price) infolayout.addWidget(unitInfo) layout.addWidget(exist, row, 1) layout.addWidget(purchase_group, row, 2) layout.addWidget(info, row, 3) def update_available_budget(self) -> None: GameUpdateSignal.get_instance().updateBudget(self.game_model.game) def recruit_handler( self, recruit_type: RecruitType, item: TransactionItemType ) -> None: # Lookup if Keyboard Modifiers were pressed # Shift = 10 times # CTRL = 5 Times modifiers = QApplication.keyboardModifiers() if modifiers == Qt.ShiftModifier: amount = 10 elif modifiers == Qt.ControlModifier: amount = 5 else: amount = 1 if recruit_type == RecruitType.SELL: self.sell(item, amount) elif recruit_type == RecruitType.BUY: self.buy(item, amount) def post_transaction_update(self) -> None: self.update_purchase_controls() self.update_available_budget() def buy(self, item: TransactionItemType, quantity: int) -> bool: try: self.purchase_adapter.buy(item, quantity) except TransactionError as ex: logging.exception(f"Purchase of {self.display_name_of(item)} failed") QMessageBox.warning(self, "Purchase failed", str(ex), QMessageBox.Ok) return False self.post_transaction_update() return True def sell(self, item: TransactionItemType, quantity: int) -> bool: try: self.purchase_adapter.sell(item, quantity) except TransactionError as ex: logging.exception(f"Sale of {self.display_name_of(item)} failed") QMessageBox.warning(self, "Sale failed", str(ex), QMessageBox.Ok) return False self.post_transaction_update() return True def update_purchase_controls(self) -> None: for group in self.purchase_groups.values(): group.update_state() def enable_purchase(self, item: TransactionItemType) -> bool: return self.purchase_adapter.can_buy(item) def enable_sale(self, item: TransactionItemType) -> bool: return self.purchase_adapter.can_sell_or_cancel(item) @staticmethod def purchase_tooltip(is_enabled: bool) -> str: if is_enabled: return "Buy unit. Use Shift or Ctrl key to buy multiple units at once." else: return "Unit can not be bought." @staticmethod def sell_tooltip(is_enabled: bool) -> str: if is_enabled: return "Sell unit. Use Shift or Ctrl key to buy multiple units at once." else: return "Unit can not be sold." def info(self, item: TransactionItemType) -> None: self.info_window = QUnitInfoWindow( self.game_model.game, self.purchase_adapter.unit_type_of(item) ) self.info_window.show()