Dan Albert 2a75d14e0e Revert upgrade to pyside6.
This appears to be incompatible with pyinstaller. I get the following
when trying to run the executable generated with pyside6:

```
Traceback (most recent call last):
  File "qt_ui\main.py", line 29, in <module>
  File "PyInstaller\loader\pyimod03_importers.py", line 476, in exec_module
  File "qt_ui\windows\QLiberationWindow.py", line 28, in <module>
  File "PyInstaller\loader\pyimod03_importers.py", line 476, in exec_module
  File "qt_ui\widgets\map\QLiberationMap.py", line 11, in <module>
ImportError: could not import module 'PySide6.QtPrintSupport'
```
2021-11-21 17:39:43 -08:00

265 lines
9.8 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,
FREE_FRONTLINE_UNIT_SUPPLY,
AMMO_DEPOT_FRONTLINE_UNIT_CONTRIBUTION,
)
from game.ato.flighttype 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.UnitTransactionFrame import UnitTransactionFrame
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(1024)
self.setMaximumWidth(1024)
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.intel_summary.setToolTip(self.generate_intel_tooltip())
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")
transfer_button.setProperty("style", "btn-success")
bottom_row.addWidget(transfer_button)
transfer_button.clicked.connect(self.open_transfer_dialog)
if self.cheat_capturable:
capture_button = QPushButton("CHEAT: Capture")
capture_button.setProperty("style", "btn-danger")
bottom_row.addWidget(capture_button)
capture_button.clicked.connect(self.cheat_capture)
self.budget_display = QLabel(
UnitTransactionFrame.BUDGET_FORMAT.format(self.game_model.game.blue.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 cheat_capturable(self) -> bool:
return self.game_model.game.settings.enable_base_capture_cheat
def cheat_capture(self) -> None:
self.cp.capture(self.game_model.game, for_player=not self.cp.captured)
# Reinitialized ground planners and the like. The ATO needs to be reset because
# missions planned against the flipped base are no longer valid.
self.game_model.game.initialize_turn()
GameUpdateSignal.get_instance().updateGame(self.game_model.game)
@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.blue.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.blue.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.blue.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:
aircraft = self.cp.allocated_aircraft().total_present
parking = self.cp.total_aircraft_parking
ground_unit_limit = self.cp.frontline_unit_count_limit
deployable_unit_info = ""
allocated = self.cp.allocated_ground_units(
self.game_model.game.coalition_for(self.cp.captured).transfers
)
unit_overage = max(
allocated.total_present - self.cp.frontline_unit_count_limit, 0
)
if self.cp.has_active_frontline:
deployable_unit_info = (
f" (Up to {ground_unit_limit} deployable, {unit_overage} reserve)"
)
self.intel_summary.setText(
"\n".join(
[
f"{aircraft}/{parking} aircraft",
f"{self.cp.base.total_armor} ground units" + deployable_unit_info,
f"{allocated.total_transferring} more ground units en route, {allocated.total_ordered} ordered",
str(self.cp.runway_status),
f"{self.cp.active_ammo_depots_count}/{self.cp.total_ammo_depots_count} ammo depots",
f"{'Factory can produce units' if self.cp.has_factory else 'Does not have a factory'}",
]
)
)
def generate_intel_tooltip(self) -> str:
tooltip = (
f"Deployable unit limit ({self.cp.frontline_unit_count_limit}) = {FREE_FRONTLINE_UNIT_SUPPLY} (base) + "
f" {AMMO_DEPOT_FRONTLINE_UNIT_CONTRIBUTION} (per connected ammo depot) * {self.cp.total_ammo_depots_count} "
f"(depots)"
)
if self.cp.has_active_frontline:
unit_overage = max(
self.cp.base.total_armor - self.cp.frontline_unit_count_limit, 0
)
tooltip += (
f"\n{unit_overage} units will be held in reserve and will not be deployed to "
f"connected frontlines for this turn"
)
return tooltip
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 and self.cp.has_helipads:
return "./resources/ui/heliport.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(
UnitTransactionFrame.BUDGET_FORMAT.format(game.blue.budget)
)