dcs-retribution/qt_ui/windows/basemenu/DepartingConvoysMenu.py
Dan Albert 1760532168
Rename UnitType.name what it is: the variant ID.
This property affects safe compat because the ID is what gets preserved
in the save, but it's unfortunately also used as the display name, which
means changing the display name breaks save compat. It also prevents us
from changing display names without breaking faction definitions.

This is the first step in fixing that. The next is adding a separate
display_name property that can be updated without breaking either of
those.
2023-10-07 17:08:33 +02:00

103 lines
3.5 KiB
Python

from PySide2.QtCore import Qt
from PySide2.QtWidgets import (
QFrame,
QGridLayout,
QGroupBox,
QLabel,
QPushButton,
QScrollArea,
QVBoxLayout,
QWidget,
)
from game.theater import ControlPoint
from game.transfers import MultiGroupTransport
from qt_ui.dialogs import Dialog
from qt_ui.models import GameModel
from qt_ui.uiconstants import VEHICLES_ICONS
class DepartingConvoyInfo(QGroupBox):
def __init__(self, convoy: MultiGroupTransport) -> None:
super().__init__(f"{convoy.name} to {convoy.destination}")
self.convoy = convoy
main_layout = QVBoxLayout()
self.setLayout(main_layout)
unit_layout = QGridLayout()
main_layout.addLayout(unit_layout)
for idx, (unit_type, count) in enumerate(convoy.units.items()):
icon = QLabel()
if unit_type.dcs_id in VEHICLES_ICONS.keys():
icon.setPixmap(VEHICLES_ICONS[unit_type.dcs_id])
else:
icon.setText("<b>" + unit_type.variant_id + "</b>")
icon.setProperty("style", "icon-armor")
unit_layout.addWidget(icon, idx, 0)
unit_layout.addWidget(
QLabel(f"{count} x <strong>{unit_type.variant_id}</strong>"),
idx,
1,
)
if not convoy.units:
unit_layout.addWidget(QLabel("/"), 0, 0)
attack_button = QPushButton("Attack")
attack_button.setProperty("style", "btn-danger")
attack_button.setMaximumWidth(180)
attack_button.clicked.connect(self.on_attack)
main_layout.addWidget(attack_button, 0, Qt.AlignLeft)
def on_attack(self):
# TODO: Maintain Convoy list in Game.
# The fact that we create these here makes some of the other bookkeeping
# complicated. We could instead generate this at the start of the turn (and
# update whenever transfers are created or canceled) and also use that time to
# precalculate things like the next stop and group names.
Dialog.open_new_package_dialog(self.convoy, parent=self.window())
class DepartingConvoysList(QFrame):
def __init__(self, cp: ControlPoint, game_model: GameModel):
super().__init__()
self.cp = cp
self.setMinimumWidth(500)
layout = QVBoxLayout()
self.setLayout(layout)
scroll_content = QWidget()
task_box_layout = QGridLayout()
scroll_content.setLayout(task_box_layout)
for convoy in game_model.game.coalition_for(
cp.captured
).transfers.convoys.departing_from(cp):
group_info = DepartingConvoyInfo(convoy)
task_box_layout.addWidget(group_info)
for cargo_ship in game_model.game.coalition_for(
cp.captured
).transfers.cargo_ships.departing_from(cp):
group_info = DepartingConvoyInfo(cargo_ship)
task_box_layout.addWidget(group_info)
scroll_content.setLayout(task_box_layout)
scroll = QScrollArea()
scroll.setHorizontalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
scroll.setVerticalScrollBarPolicy(Qt.ScrollBarAlwaysOn)
scroll.setWidgetResizable(True)
scroll.setWidget(scroll_content)
layout.addWidget(scroll)
class DepartingConvoysMenu(QFrame):
def __init__(self, cp: ControlPoint, game_model: GameModel):
super().__init__()
layout = QVBoxLayout()
layout.addWidget(DepartingConvoysList(cp, game_model))
self.setLayout(layout)