dcs-retribution/qt_ui/windows/basemenu/NewUnitTransferDialog.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

329 lines
11 KiB
Python

from __future__ import annotations
import logging
from collections import defaultdict
from typing import Callable, Dict, Type
from PySide2.QtCore import Qt, Signal
from PySide2.QtWidgets import (
QComboBox,
QDialog,
QFrame,
QGridLayout,
QGroupBox,
QHBoxLayout,
QLabel,
QPushButton,
QScrollArea,
QSizePolicy,
QSpacerItem,
QVBoxLayout,
QWidget,
QApplication,
)
from dcs.unittype import UnitType
from game import Game
from game.dcs.groundunittype import GroundUnitType
from game.theater import ControlPoint
from game.transfers import TransferOrder
from qt_ui.models import GameModel
from qt_ui.widgets.QLabeledWidget import QLabeledWidget
class TransferDestinationComboBox(QComboBox):
def __init__(self, game: Game, origin: ControlPoint) -> None:
super().__init__()
self.game = game
self.origin = origin
for cp in self.game.theater.controlpoints:
if (
cp != self.origin
and cp.is_friendly(to_player=True)
and cp.can_deploy_ground_units
):
self.addItem(cp.name, cp)
self.model().sort(0)
self.setCurrentIndex(0)
class UnitTransferList(QFrame):
def __init__(self, cp: ControlPoint, game_model: GameModel):
super().__init__(self)
self.cp = cp
self.game_model = game_model
self.bought_amount_labels = {}
self.existing_units_labels = {}
main_layout = QVBoxLayout()
self.setLayout(main_layout)
scroll_content = QWidget()
task_box_layout = QGridLayout()
scroll_content.setLayout(task_box_layout)
units_column = sorted(cp.base.armor, key=lambda u: u.variant_id)
count = 0
for count, unit_type in enumerate(units_column):
self.add_purchase_row(unit_type, task_box_layout, count)
stretch = QVBoxLayout()
stretch.addStretch()
task_box_layout.addLayout(stretch, count, 0)
scroll_content.setLayout(task_box_layout)
scroll = QScrollArea()
scroll.setHorizontalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
scroll.setVerticalScrollBarPolicy(Qt.ScrollBarAlwaysOn)
scroll.setWidgetResizable(True)
scroll.setWidget(scroll_content)
main_layout.addWidget(scroll)
class TransferOptionsPanel(QVBoxLayout):
def __init__(self, game: Game, origin: ControlPoint) -> None:
super().__init__()
self.source_combo_box = TransferDestinationComboBox(game, origin)
self.transport_type = QComboBox()
self.transport_type.addItem("Auto", "auto")
self.transport_type.addItem("Airlift", "airlift")
self.addLayout(QLabeledWidget("Destination:", self.source_combo_box))
self.addLayout(QLabeledWidget("Requested transport type:", self.transport_type))
@property
def changed(self):
return self.source_combo_box.currentIndexChanged
@property
def current(self) -> ControlPoint:
return self.source_combo_box.currentData()
@property
def request_airlift(self) -> bool:
return self.transport_type.currentData() == "airlift"
class TransferControls(QGroupBox):
def __init__(
self,
increase_text: str,
on_increase: Callable[[TransferControls], None],
decrease_text: str,
on_decrease: Callable[[TransferControls], None],
initial_amount: int = 0,
disabled: bool = False,
) -> None:
super().__init__()
self.quantity = initial_amount
self.setProperty("style", "buy-box")
self.setMaximumHeight(36)
self.setMinimumHeight(36)
layout = QHBoxLayout()
self.setLayout(layout)
decrease = QPushButton(decrease_text)
decrease.setProperty("style", "btn-sell")
decrease.setDisabled(disabled)
decrease.setMinimumSize(16, 16)
decrease.setMaximumSize(16, 16)
decrease.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed))
decrease.clicked.connect(lambda: on_decrease(self))
layout.addWidget(decrease)
self.count_label = QLabel()
self.count_label.setSizePolicy(
QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed)
)
self.set_quantity(initial_amount)
layout.addWidget(self.count_label)
increase = QPushButton(increase_text)
increase.setProperty("style", "btn-buy")
increase.setDisabled(disabled)
increase.setMinimumSize(16, 16)
increase.setMaximumSize(16, 16)
increase.clicked.connect(lambda: on_increase(self))
increase.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed))
layout.addWidget(increase)
def set_quantity(self, quantity: int) -> None:
self.quantity = quantity
self.count_label.setText(f"<b>{self.quantity}</b>")
class ScrollingUnitTransferGrid(QFrame):
transfer_quantity_changed = Signal()
def __init__(self, cp: ControlPoint, game_model: GameModel) -> None:
super().__init__()
self.cp = cp
self.game_model = game_model
self.transfers: Dict[Type[UnitType, int]] = defaultdict(int)
main_layout = QVBoxLayout()
scroll_content = QWidget()
task_box_layout = QGridLayout()
unit_types = set(self.game_model.game.faction_for(player=True).ground_units)
sorted_units = sorted(
{u for u in unit_types if self.cp.base.total_units_of_type(u)},
key=lambda u: u.variant_id,
)
for row, unit_type in enumerate(sorted_units):
self.add_unit_row(unit_type, task_box_layout, row)
stretch = QVBoxLayout()
stretch.addStretch()
task_box_layout.addLayout(stretch, task_box_layout.count(), 0)
scroll_content.setLayout(task_box_layout)
scroll = QScrollArea()
scroll.setHorizontalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
scroll.setVerticalScrollBarPolicy(Qt.ScrollBarAlwaysOn)
scroll.setWidgetResizable(True)
scroll.setWidget(scroll_content)
main_layout.addWidget(scroll)
self.setLayout(main_layout)
def add_unit_row(
self,
unit_type: GroundUnitType,
layout: QGridLayout,
row: int,
) -> None:
exist = QGroupBox()
exist.setProperty("style", "buy-box")
exist.setMaximumHeight(36)
exist.setMinimumHeight(36)
origin_inventory_layout = QHBoxLayout()
exist.setLayout(origin_inventory_layout)
origin_inventory = self.cp.base.total_units_of_type(unit_type)
unit_name = QLabel(f"<b>{unit_type.variant_id}</b>")
unit_name.setSizePolicy(
QSizePolicy(QSizePolicy.Expanding, QSizePolicy.Expanding)
)
origin_inventory_label = QLabel(str(origin_inventory))
origin_inventory_label.setSizePolicy(
QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed)
)
def increase(controls: TransferControls):
nonlocal origin_inventory
nonlocal origin_inventory_label
if not origin_inventory:
return
modifiers = QApplication.keyboardModifiers()
if modifiers == Qt.ShiftModifier:
amount = 10
elif modifiers == Qt.ControlModifier:
amount = 5
else:
amount = 1
self.transfers[unit_type] += min(origin_inventory, amount)
origin_inventory -= min(origin_inventory, amount)
controls.set_quantity(self.transfers[unit_type])
origin_inventory_label.setText(str(origin_inventory))
self.transfer_quantity_changed.emit()
def decrease(controls: TransferControls):
nonlocal origin_inventory
nonlocal origin_inventory_label
if not controls.quantity:
return
modifiers = QApplication.keyboardModifiers()
if modifiers == Qt.ShiftModifier:
amount = 10
elif modifiers == Qt.ControlModifier:
amount = 5
else:
amount = 1
self.transfers[unit_type] -= min(self.transfers[unit_type], amount)
origin_inventory += min(self.transfers[unit_type], amount)
controls.set_quantity(self.transfers[unit_type])
origin_inventory_label.setText(str(origin_inventory))
self.transfer_quantity_changed.emit()
transfer_controls = TransferControls("->", increase, "<-", decrease)
origin_inventory_layout.addWidget(unit_name)
origin_inventory_layout.addItem(
QSpacerItem(20, 0, QSizePolicy.Minimum, QSizePolicy.Minimum)
)
origin_inventory_layout.addWidget(origin_inventory_label)
origin_inventory_layout.addItem(
QSpacerItem(20, 0, QSizePolicy.Minimum, QSizePolicy.Minimum)
)
layout.addWidget(exist, row, 1)
layout.addWidget(transfer_controls, row, 2)
class NewUnitTransferDialog(QDialog):
def __init__(
self,
game_model: GameModel,
origin: ControlPoint,
parent=None,
) -> None:
super().__init__(parent)
self.origin = origin
self.setWindowTitle(f"New unit transfer from {origin.name}")
self.game_model = game_model
layout = QVBoxLayout()
self.setLayout(layout)
self.dest_panel = TransferOptionsPanel(game_model.game, origin)
layout.addLayout(self.dest_panel)
self.transfer_panel = ScrollingUnitTransferGrid(origin, game_model)
self.transfer_panel.transfer_quantity_changed.connect(
self.on_transfer_quantity_changed
)
layout.addWidget(self.transfer_panel)
self.submit_button = QPushButton("Create Transfer Order", parent=self)
self.submit_button.clicked.connect(self.on_submit)
self.submit_button.setProperty("style", "start-button")
self.submit_button.setDisabled(True)
layout.addWidget(self.submit_button)
def on_submit(self) -> None:
destination = self.dest_panel.current
transfers = {}
for unit_type, count in self.transfer_panel.transfers.items():
if not count:
continue
logging.info(
f"Transferring {count} {unit_type} from {self.origin} to "
f"{destination}"
)
transfers[unit_type] = count
transfer = TransferOrder(
origin=self.origin,
destination=destination,
units=transfers,
request_airflift=self.dest_panel.request_airlift,
)
self.game_model.transfer_model.new_transfer(transfer)
self.close()
def on_transfer_quantity_changed(self) -> None:
has_transfer_items = any(self.transfer_panel.transfers.values())
self.submit_button.setDisabled(not has_transfer_items)