dcs-retribution/qt_ui/windows/basemenu/NewUnitTransferDialog.py
2021-04-21 01:02:02 -07:00

375 lines
12 KiB
Python

from __future__ import annotations
import logging
from collections import defaultdict
from dataclasses import dataclass
from typing import Callable, Dict, Type
from PySide2.QtCore import Qt
from PySide2.QtWidgets import (
QCheckBox,
QComboBox,
QDialog,
QFrame,
QGridLayout,
QGroupBox,
QHBoxLayout,
QLabel,
QPushButton,
QScrollArea,
QSizePolicy,
QSpacerItem,
QVBoxLayout,
QWidget,
)
from dcs.task import PinpointStrike
from dcs.unittype import UnitType
from game import Game, db
from game.theater import ControlPoint, SupplyRoute
from game.transfers import RoadTransferOrder
from qt_ui.models import GameModel
from qt_ui.widgets.QLabeledWidget import QLabeledWidget
class TransferDestinationComboBox(QComboBox):
def __init__(self, origin: ControlPoint) -> None:
super().__init__()
for cp in SupplyRoute.for_control_point(origin):
if cp != origin and cp.captured:
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: db.unit_get_expanded_info(
self.game_model.game.player_country, u, "name"
),
)
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)
@dataclass(frozen=True)
class AirliftCapacity:
helicopter: int
cargo_plane: int
@property
def total(self) -> int:
return self.helicopter + self.cargo_plane
@classmethod
def to_control_point(cls, game: Game) -> AirliftCapacity:
helo_capacity = 0
plane_capacity = 0
for cp in game.theater.player_points():
inventory = game.aircraft_inventory.for_control_point(cp)
for unit_type, count in inventory.all_aircraft:
if unit_type.helicopter:
helo_capacity += count
return AirliftCapacity(helicopter=helo_capacity, cargo_plane=plane_capacity)
class TransferOptionsPanel(QVBoxLayout):
def __init__(self, origin: ControlPoint, airlift_capacity: AirliftCapacity) -> None:
super().__init__()
self.source_combo_box = TransferDestinationComboBox(origin)
self.addLayout(QLabeledWidget("Destination:", self.source_combo_box))
self.airlift = QCheckBox()
self.airlift.toggled.connect(self.set_airlift)
self.addLayout(QLabeledWidget("Airlift (non-functional):", self.airlift))
self.addWidget(
QLabel(
f"{airlift_capacity.total} airlift capacity "
f"({airlift_capacity.cargo_plane} from cargo planes, "
f"{airlift_capacity.helicopter} from helicopters)"
)
)
@property
def changed(self):
return self.source_combo_box.currentIndexChanged
@property
def current(self) -> ControlPoint:
return self.source_combo_box.currentData()
def set_airlift(self, value: bool) -> None:
pass
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):
def __init__(
self,
cp: ControlPoint,
airlift: bool,
airlift_capacity: AirliftCapacity,
game_model: GameModel,
) -> None:
super().__init__()
self.cp = cp
self.airlift = airlift
self.remaining_capacity = airlift_capacity.total
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(
db.find_unittype(PinpointStrike, self.game_model.game.player_name)
)
sorted_units = sorted(
{u for u in unit_types if self.cp.base.total_units_of_type(u)},
key=lambda u: db.unit_get_expanded_info(
self.game_model.game.player_country, u, "name"
),
)
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: Type[UnitType],
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(
"<b>"
+ db.unit_get_expanded_info(
self.game_model.game.player_country, unit_type, "name"
)
+ "</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
if self.airlift:
if not self.remaining_capacity:
return
self.remaining_capacity -= 1
self.transfers[unit_type] += 1
origin_inventory -= 1
controls.set_quantity(self.transfers[unit_type])
origin_inventory_label.setText(str(origin_inventory))
def decrease(controls: TransferControls):
nonlocal origin_inventory
nonlocal origin_inventory_label
if not controls.quantity:
return
if self.airlift:
self.remaining_capacity += 1
self.transfers[unit_type] -= 1
origin_inventory += 1
controls.set_quantity(self.transfers[unit_type])
origin_inventory_label.setText(str(origin_inventory))
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.airlift_capacity = AirliftCapacity.to_control_point(game_model.game)
self.dest_panel = TransferOptionsPanel(origin, self.airlift_capacity)
self.dest_panel.changed.connect(self.rebuild_transfers)
layout.addLayout(self.dest_panel)
self.transfer_panel = ScrollingUnitTransferGrid(
origin,
airlift=False,
airlift_capacity=self.airlift_capacity,
game_model=game_model,
)
self.dest_panel.airlift.toggled.connect(self.rebuild_transfers)
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")
layout.addWidget(self.submit_button)
def rebuild_transfers(self) -> None:
# Rebuild the transfer panel to reset everything. It's easier to recreate the
# panel itself than to clear the grid layout in the panel.
self.layout().removeWidget(self.transfer_panel)
self.layout().removeWidget(self.submit_button)
self.transfer_panel = ScrollingUnitTransferGrid(
self.origin,
airlift=self.dest_panel.airlift.isChecked(),
airlift_capacity=self.airlift_capacity,
game_model=self.game_model,
)
self.layout().addWidget(self.transfer_panel)
self.layout().addWidget(self.submit_button)
def on_submit(self) -> None:
transfers = {}
for unit_type, count in self.transfer_panel.transfers.items():
if not count:
continue
logging.info(
f"Transferring {count} {unit_type.id} from "
f"{self.transfer_panel.cp.name} to {self.dest_panel.current.name}"
)
transfers[unit_type] = count
self.game_model.transfer_model.new_transfer(
RoadTransferOrder(
player=True,
origin=self.transfer_panel.cp,
destination=self.dest_panel.current,
units=transfers,
)
)
self.close()