Dan Albert 0779679b99 Connect networks to enable multi-mode transfers.
Removing the per-transit type supply routes allows us to find the best
route from A to B even if the unit needs to switch transit modes along
the way.

The "best" route is the one that will generate better gameplay. That is,
convoys are preferred to ships (use cases for GMT are rare in DCS), and
ships are preferred to airlift (reasons to attack cargo ships are also
rare). Avoiding airlift is also a good strategic choice generally since
it consumes aircraft that could be performing other missions.

The extreme weight against airlift in the pathfinding algorithm could
probably be scaled way down so that airlift would be given preference
over a very long trip, possibly only for urgent transfers.

Later when we add rail that will probably be given the most preference,
but possibly between road and shipping.

https://github.com/Khopa/dcs_liberation/issues/823
2021-04-25 17:02:18 -07:00

200 lines
7.0 KiB
Python

from PySide2.QtCore import Qt
from PySide2.QtGui import QCloseEvent, QPixmap
from PySide2.QtWidgets import (
QDialog,
QHBoxLayout,
QLabel,
QMessageBox,
QPushButton,
QVBoxLayout,
QWidget,
)
from game import Game, db
from game.theater import ControlPoint, ControlPointType
from gen.flights.flight import FlightType
from qt_ui.dialogs import Dialog
from qt_ui.models import GameModel
from qt_ui.uiconstants import EVENT_ICONS
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
from qt_ui.windows.basemenu.NewUnitTransferDialog import NewUnitTransferDialog
from qt_ui.windows.basemenu.QBaseMenuTabs import QBaseMenuTabs
from qt_ui.windows.basemenu.QRecruitBehaviour import QRecruitBehaviour
class QBaseMenu2(QDialog):
def __init__(self, parent, cp: ControlPoint, game_model: GameModel):
super(QBaseMenu2, self).__init__(parent)
# Attrs
self.cp = cp
self.game_model = game_model
self.objectName = "menuDialogue"
try:
game = self.game_model.game
self.airport = game.theater.terrain.airport_by_id(self.cp.id)
except:
self.airport = None
if self.cp.captured:
self.deliveryEvent = None
self.setWindowIcon(EVENT_ICONS["capture"])
self.setWindowFlags(Qt.WindowStaysOnTopHint)
self.setMinimumSize(300, 200)
self.setMinimumWidth(800)
self.setMaximumWidth(800)
self.setModal(True)
self.setWindowTitle(self.cp.name)
base_menu_header = QWidget()
top_layout = QHBoxLayout()
header = QLabel(self)
header.setGeometry(0, 0, 655, 106)
pixmap = QPixmap(self.get_base_image())
header.setPixmap(pixmap)
title = QLabel("<b>" + self.cp.name + "</b>")
title.setAlignment(Qt.AlignLeft | Qt.AlignTop)
title.setProperty("style", "base-title")
self.intel_summary = QLabel()
self.update_intel_summary()
top_layout.addWidget(title)
top_layout.addWidget(self.intel_summary)
top_layout.setAlignment(Qt.AlignTop)
self.repair_button = QPushButton()
self.repair_button.clicked.connect(self.begin_runway_repair)
self.update_repair_button()
top_layout.addWidget(self.repair_button)
base_menu_header.setProperty("style", "baseMenuHeader")
base_menu_header.setLayout(top_layout)
main_layout = QVBoxLayout()
main_layout.addWidget(header)
main_layout.addWidget(base_menu_header)
main_layout.addWidget(QBaseMenuTabs(cp, self.game_model))
bottom_row = QHBoxLayout()
main_layout.addLayout(bottom_row)
if FlightType.OCA_RUNWAY in self.cp.mission_types(for_player=True):
runway_attack_button = QPushButton("Attack airfield")
bottom_row.addWidget(runway_attack_button)
runway_attack_button.setProperty("style", "btn-danger")
runway_attack_button.clicked.connect(self.new_package)
if self.cp.captured and self.has_transfer_destinations:
transfer_button = QPushButton("Transfer Units")
bottom_row.addWidget(transfer_button)
transfer_button.clicked.connect(self.open_transfer_dialog)
self.budget_display = QLabel(
QRecruitBehaviour.BUDGET_FORMAT.format(self.game_model.game.budget)
)
self.budget_display.setAlignment(Qt.AlignRight | Qt.AlignBottom)
self.budget_display.setProperty("style", "budget-label")
bottom_row.addWidget(self.budget_display)
GameUpdateSignal.get_instance().budgetupdated.connect(self.update_budget)
self.setLayout(main_layout)
@property
def has_transfer_destinations(self) -> bool:
return self.game_model.game.transit_network_for(
self.cp.captured
).has_destinations(self.cp)
@property
def can_repair_runway(self) -> bool:
return self.cp.captured and self.cp.runway_can_be_repaired
@property
def can_afford_runway_repair(self) -> bool:
return self.game_model.game.budget >= db.RUNWAY_REPAIR_COST
def begin_runway_repair(self) -> None:
if not self.can_afford_runway_repair:
QMessageBox.critical(
self,
"Cannot repair runway",
f"Runway repair costs ${db.RUNWAY_REPAIR_COST}M but you have "
f"only ${self.game_model.game.budget}M available.",
QMessageBox.Ok,
)
return
if not self.can_repair_runway:
QMessageBox.critical(
self,
"Cannot repair runway",
f"Cannot repair this runway.",
QMessageBox.Ok,
)
return
self.cp.begin_runway_repair()
self.game_model.game.budget -= db.RUNWAY_REPAIR_COST
self.update_repair_button()
self.update_intel_summary()
GameUpdateSignal.get_instance().updateGame(self.game_model.game)
def update_repair_button(self) -> None:
self.repair_button.setVisible(True)
turns_remaining = self.cp.runway_status.repair_turns_remaining
if self.cp.captured and turns_remaining is not None:
self.repair_button.setText("Repairing...")
self.repair_button.setDisabled(True)
return
if self.can_repair_runway:
if self.can_afford_runway_repair:
self.repair_button.setText(f"Repair ${db.RUNWAY_REPAIR_COST}M")
self.repair_button.setDisabled(False)
return
else:
self.repair_button.setText(
f"Cannot afford repair ${db.RUNWAY_REPAIR_COST}M"
)
self.repair_button.setDisabled(True)
return
self.repair_button.setVisible(False)
self.repair_button.setDisabled(True)
def update_intel_summary(self) -> None:
self.intel_summary.setText(
"\n".join(
[
f"{self.cp.base.total_aircraft} aircraft",
f"{self.cp.base.total_armor} ground units",
str(self.cp.runway_status),
]
)
)
def closeEvent(self, close_event: QCloseEvent):
GameUpdateSignal.get_instance().updateGame(self.game_model.game)
def get_base_image(self):
if self.cp.cptype == ControlPointType.AIRCRAFT_CARRIER_GROUP:
return "./resources/ui/carrier.png"
elif self.cp.cptype == ControlPointType.LHA_GROUP:
return "./resources/ui/lha.png"
elif self.cp.cptype == ControlPointType.FOB:
return "./resources/ui/fob.png"
else:
return "./resources/ui/airbase.png"
def new_package(self) -> None:
Dialog.open_new_package_dialog(self.cp, parent=self.window())
def open_transfer_dialog(self) -> None:
NewUnitTransferDialog(self.game_model, self.cp, parent=self.window()).show()
def update_budget(self, game: Game) -> None:
self.budget_display.setText(QRecruitBehaviour.BUDGET_FORMAT.format(game.budget))