dcs-retribution/qt_ui/windows/basemenu/airfield/QAircraftRecruitmentMenu.py
Simon Clark 24a212a987 Make the C-130 work. For real this time.
Also separate out SEAD and DEAD taskings. Some aircraft can DEAD but not SEAD.

Also make the recruitment menu use the pretty names in the alphabetical sort func.
2021-01-17 21:41:02 +00:00

162 lines
5.8 KiB
Python

import logging
from typing import Optional, Set, Type
from PySide2.QtCore import Qt
from PySide2.QtWidgets import (
QFrame,
QGridLayout,
QHBoxLayout,
QLabel,
QMessageBox,
QScrollArea,
QVBoxLayout,
QWidget,
)
from dcs.task import CAP, CAS
from dcs.unittype import FlyingType, UnitType
from game import db
from game.theater import ControlPoint
from qt_ui.models import GameModel
from qt_ui.uiconstants import ICONS
from qt_ui.windows.basemenu.QRecruitBehaviour import QRecruitBehaviour
class QAircraftRecruitmentMenu(QFrame, QRecruitBehaviour):
def __init__(self, cp: ControlPoint, game_model: GameModel) -> None:
QFrame.__init__(self)
self.cp = cp
self.game_model = game_model
self.bought_amount_labels = {}
self.existing_units_labels = {}
# Determine maximum number of aircrafts that can be bought
self.set_maximum_units(self.cp.total_aircraft_parking)
self.set_recruitable_types([CAP, CAS])
self.bought_amount_labels = {}
self.existing_units_labels = {}
self.hangar_status = QHangarStatus(game_model, self.cp)
self.init_ui()
def init_ui(self):
main_layout = QVBoxLayout()
tasks = [CAP, CAS]
scroll_content = QWidget()
task_box_layout = QGridLayout()
row = 0
unit_types: Set[Type[FlyingType]] = set()
for task in tasks:
units = db.find_unittype(task, self.game_model.game.player_name)
if not units:
continue
for unit in units:
if not issubclass(unit, FlyingType):
continue
if self.cp.is_carrier and unit not in db.CARRIER_CAPABLE:
continue
if self.cp.is_lha and unit not in db.LHA_CAPABLE:
continue
unit_types.add(unit)
sorted_units = sorted(unit_types, key=lambda u: db.unit_pretty_name(self.game_model.game.player_country, u))
for unit_type in sorted_units:
row = self.add_purchase_row(
unit_type, task_box_layout, row,
disabled=not self.cp.can_operate(unit_type))
stretch = QVBoxLayout()
stretch.addStretch()
task_box_layout.addLayout(stretch, row, 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.addLayout(self.hangar_status)
main_layout.addWidget(scroll)
self.setLayout(main_layout)
def buy(self, unit_type):
if self.maximum_units > 0:
if self.cp.unclaimed_parking(self.game_model.game) <= 0:
logging.debug(f"No space for additional aircraft at {self.cp}.")
QMessageBox.warning(
self, "No space for additional aircraft",
f"There is no parking space left at {self.cp.name} to accommodate another plane.", QMessageBox.Ok)
return
# If we change our mind about selling, we want the aircraft to be put
# back in the inventory immediately.
elif self.pending_deliveries.units.get(unit_type, 0) < 0:
global_inventory = self.game_model.game.aircraft_inventory
inventory = global_inventory.for_control_point(self.cp)
inventory.add_aircraft(unit_type, 1)
super().buy(unit_type)
self.hangar_status.update_label()
def sell(self, unit_type: UnitType):
# Don't need to remove aircraft from the inventory if we're canceling
# orders.
if self.pending_deliveries.units.get(unit_type, 0) <= 0:
global_inventory = self.game_model.game.aircraft_inventory
inventory = global_inventory.for_control_point(self.cp)
try:
inventory.remove_aircraft(unit_type, 1)
except ValueError:
QMessageBox.critical(
self, "Could not sell aircraft",
f"Attempted to sell one {unit_type.id} at {self.cp.name} "
"but none are available. Are all aircraft currently "
"assigned to a mission?", QMessageBox.Ok)
return
super().sell(unit_type)
self.hangar_status.update_label()
class QHangarStatus(QHBoxLayout):
def __init__(self, game_model: GameModel,
control_point: ControlPoint) -> None:
super().__init__()
self.game_model = game_model
self.control_point = control_point
self.icon = QLabel()
self.icon.setPixmap(ICONS["Hangar"])
self.text = QLabel("")
self.update_label()
self.addWidget(self.icon, Qt.AlignLeft)
self.addWidget(self.text, Qt.AlignLeft)
self.addStretch(50)
self.setAlignment(Qt.AlignLeft)
def update_label(self) -> None:
next_turn = self.control_point.expected_aircraft_next_turn(
self.game_model.game)
max_amount = self.control_point.total_aircraft_parking
components = [f"{next_turn.present} present"]
if next_turn.ordered > 0:
components.append(f"{next_turn.ordered} purchased")
elif next_turn.ordered < 0:
components.append(f"{-next_turn.ordered} sold")
transferring = next_turn.transferring
if transferring > 0:
components.append(f"{transferring} transferring in")
if transferring < 0:
components.append(f"{-transferring} transferring out")
details = ", ".join(components)
self.text.setText(
f"<strong>{next_turn.total}/{max_amount}</strong> ({details})")