mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
refactor to enum typing and many other fixes fix tests attempt to fix some typescript more typescript fixes more typescript test fixes revert all API changes update to pydcs mypy fixes Use properties to check if player is blue/red/neutral update requirements.txt black -_- bump pydcs and fix mypy add opponent property bump pydcs
397 lines
15 KiB
Python
397 lines
15 KiB
Python
from PySide6.QtCore import Qt
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from PySide6.QtGui import QCloseEvent, QPixmap
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from PySide6.QtWidgets import (
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QDialog,
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QHBoxLayout,
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QLabel,
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QMessageBox,
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QPushButton,
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QVBoxLayout,
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QWidget,
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QGridLayout,
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)
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from game import Game
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from game.ato.flighttype import FlightType
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from game.config import RUNWAY_REPAIR_COST
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from game.radio.ICLSContainer import ICLSContainer
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from game.radio.RadioFrequencyContainer import RadioFrequencyContainer
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from game.radio.TacanContainer import TacanContainer
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from game.server import EventStream
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from game.sim import GameUpdateEvents
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from game.sim.missionresultsprocessor import MissionResultsProcessor
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from game.theater import (
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AMMO_DEPOT_FRONTLINE_UNIT_CONTRIBUTION,
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ControlPoint,
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ControlPointType,
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FREE_FRONTLINE_UNIT_SUPPLY,
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NavalControlPoint,
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ParkingType,
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Player,
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)
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from qt_ui.dialogs import Dialog
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from qt_ui.models import GameModel
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from qt_ui.uiconstants import EVENT_ICONS
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from qt_ui.widgets.QFrequencyWidget import QFrequencyWidget
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from qt_ui.widgets.QICLSWidget import QICLSWidget
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from qt_ui.widgets.QLink4Widget import QLink4Widget
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from qt_ui.widgets.QTacanWidget import QTacanWidget
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from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
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from qt_ui.windows.basemenu.NewUnitTransferDialog import NewUnitTransferDialog
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from qt_ui.windows.basemenu.QBaseMenuTabs import QBaseMenuTabs
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from qt_ui.windows.basemenu.UnitTransactionFrame import UnitTransactionFrame
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class QBaseMenu2(QDialog):
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def __init__(self, parent, cp: ControlPoint, game_model: GameModel):
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super(QBaseMenu2, self).__init__(parent)
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# Attrs
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self.cp = cp
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self.game_model = game_model
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self.objectName = "menuDialogue"
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if self.cp.captured:
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self.deliveryEvent = None
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self.setWindowIcon(EVENT_ICONS["capture"])
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self.setWindowFlags(Qt.WindowType.WindowStaysOnTopHint)
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self.setMinimumSize(300, 200)
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self.setMinimumWidth(1024)
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self.setMaximumWidth(1024)
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self.setModal(True)
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self.setWindowTitle(self.cp.name)
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base_menu_header = QWidget()
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top_layout = QHBoxLayout()
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header = QLabel(self)
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header.setGeometry(0, 0, 655, 106)
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pixmap = QPixmap(self.get_base_image())
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header.setPixmap(pixmap)
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cp_settings = QGridLayout()
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top_layout.addLayout(cp_settings)
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title = QLabel("<b>" + self.cp.name + "</b>")
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title.setAlignment(Qt.AlignmentFlag.AlignLeft | Qt.AlignmentFlag.AlignTop)
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title.setProperty("style", "base-title")
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cp_settings.addWidget(title, 0, 0, 1, 2)
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cp_settings.setHorizontalSpacing(20)
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counter = 2
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self.freq_widget = None
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self.link4_widget = None
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is_friendly = cp.is_friendly(Player.BLUE)
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if is_friendly and isinstance(cp, RadioFrequencyContainer):
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self.freq_widget = QFrequencyWidget(cp, self.game_model)
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cp_settings.addWidget(self.freq_widget, counter // 2, counter % 2)
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counter += 1
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if is_friendly and isinstance(cp, TacanContainer):
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self.tacan_widget = QTacanWidget(cp, self.game_model)
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cp_settings.addWidget(self.tacan_widget, counter // 2, counter % 2)
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counter += 1
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if is_friendly and isinstance(cp, ICLSContainer):
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self.icls_widget = QICLSWidget(cp, self.game_model)
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cp_settings.addWidget(self.icls_widget, counter // 2, counter % 2)
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counter += 1
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if is_friendly and isinstance(cp, NavalControlPoint):
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self.link4_widget = QLink4Widget(cp, self.game_model)
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cp_settings.addWidget(self.link4_widget, counter // 2, counter % 2)
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counter += 1
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if self.freq_widget and self.link4_widget:
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# link them so on change they check freq
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self.freq_widget.freq_changed.connect(self.link4_widget.check_freq)
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self.link4_widget.freq_changed.connect(self.freq_widget.check_freq)
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self.intel_summary = QLabel()
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self.intel_summary.setToolTip(self.generate_intel_tooltip())
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self.update_intel_summary()
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top_layout.addWidget(self.intel_summary)
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top_layout.setAlignment(Qt.AlignmentFlag.AlignTop)
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runway_buttons_layout = QVBoxLayout()
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top_layout.addLayout(runway_buttons_layout)
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if (
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self.cp.runway_is_destroyable
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and self.game_model.game.settings.enable_runway_state_cheat
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):
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self.cheat_runway_state = QPushButton()
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self.update_cheat_runway_state_text()
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self.cheat_runway_state.clicked.connect(self.on_cheat_runway_state)
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runway_buttons_layout.addWidget(self.cheat_runway_state)
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self.repair_button = QPushButton()
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self.repair_button.clicked.connect(self.begin_runway_repair)
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self.update_repair_button()
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runway_buttons_layout.addWidget(self.repair_button)
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runway_buttons_layout.addStretch()
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base_menu_header.setProperty("style", "baseMenuHeader")
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base_menu_header.setLayout(top_layout)
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main_layout = QVBoxLayout()
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main_layout.addWidget(header)
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main_layout.addWidget(base_menu_header)
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main_layout.addWidget(QBaseMenuTabs(cp, self.game_model))
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bottom_row = QHBoxLayout()
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main_layout.addLayout(bottom_row)
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if FlightType.OCA_RUNWAY in self.cp.mission_types(for_player=True):
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runway_attack_button = QPushButton("Attack airfield")
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bottom_row.addWidget(runway_attack_button)
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runway_attack_button.setProperty("style", "btn-danger")
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runway_attack_button.clicked.connect(self.new_package)
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if self.cp.captured and self.has_transfer_destinations:
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transfer_button = QPushButton("Transfer Units")
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transfer_button.setProperty("style", "btn-success")
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bottom_row.addWidget(transfer_button)
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transfer_button.clicked.connect(self.open_transfer_dialog)
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if self.cheat_capturable:
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label = "Sink/Resurrect" if self.cp.is_fleet else "Capture"
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capture_button = QPushButton(f"CHEAT: {label}")
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capture_button.setProperty("style", "btn-danger")
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bottom_row.addWidget(capture_button)
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capture_button.clicked.connect(self.cheat_capture)
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self.budget_display = QLabel(
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UnitTransactionFrame.BUDGET_FORMAT.format(self.game_model.game.blue.budget)
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)
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self.budget_display.setAlignment(
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Qt.AlignmentFlag.AlignRight | Qt.AlignmentFlag.AlignBottom
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)
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self.budget_display.setProperty("style", "budget-label")
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bottom_row.addWidget(self.budget_display)
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GameUpdateSignal.get_instance().budgetupdated.connect(self.update_budget)
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self.setLayout(main_layout)
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@property
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def cheat_capturable(self) -> bool:
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return self.game_model.game.settings.enable_base_capture_cheat
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def cheat_capture(self) -> None:
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events = GameUpdateEvents()
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if self.cp.is_fleet:
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for go in self.cp.ground_objects:
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if go.is_naval_control_point:
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if go.alive_unit_count > 0:
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for u in go.units:
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u.kill(events)
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else:
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for u in go.units:
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u.revive(events)
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else:
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self.cp.capture(
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self.game_model.game, events, for_player=not self.cp.captured
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)
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mrp = MissionResultsProcessor(self.game_model.game)
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mrp.redeploy_units(self.cp)
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# Reinitialized ground planners and the like. The ATO needs to be reset because
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# missions planned against the flipped base (or killed carrier) are no longer valid.
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self.game_model.game.initialize_turn(events)
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EventStream.put_nowait(events)
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GameUpdateSignal.get_instance().updateGame(self.game_model.game)
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state = self.game_model.game.check_win_loss()
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GameUpdateSignal.get_instance().gameStateChanged(state)
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self.close()
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@property
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def has_transfer_destinations(self) -> bool:
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return self.game_model.game.transit_network_for(
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self.cp.captured
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).has_destinations(self.cp)
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def update_cheat_runway_state_text(self) -> None:
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if self.cp.runway_can_be_repaired:
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self.cheat_runway_state.setText("CHEAT: Repair runway")
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else:
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self.cheat_runway_state.setText("CHEAT: Destroy runway")
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def on_cheat_runway_state(self) -> None:
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if self.cp.runway_can_be_repaired:
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self.cp.runway_status.repair()
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else:
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self.cp.runway_status.damage()
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self.update_cheat_runway_state_text()
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self.update_repair_button()
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self.update_intel_summary()
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with EventStream.event_context() as events:
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events.update_control_point(self.cp)
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@property
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def can_repair_runway(self) -> bool:
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return self.cp.captured and self.cp.runway_can_be_repaired
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@property
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def can_afford_runway_repair(self) -> bool:
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return self.game_model.game.blue.budget >= RUNWAY_REPAIR_COST
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def begin_runway_repair(self) -> None:
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if not self.can_afford_runway_repair:
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QMessageBox.critical(
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self,
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"Cannot repair runway",
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f"Runway repair costs ${RUNWAY_REPAIR_COST}M but you have "
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f"only ${self.game_model.game.blue.budget}M available.",
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QMessageBox.StandardButton.Ok,
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)
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return
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if not self.can_repair_runway:
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QMessageBox.critical(
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self,
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"Cannot repair runway",
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f"Cannot repair this runway.",
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QMessageBox.StandardButton.Ok,
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)
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return
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self.cp.begin_runway_repair()
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self.game_model.game.blue.budget -= RUNWAY_REPAIR_COST
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self.update_repair_button()
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self.update_intel_summary()
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GameUpdateSignal.get_instance().updateGame(self.game_model.game)
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def update_repair_button(self) -> None:
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self.repair_button.setVisible(True)
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turns_remaining = self.cp.runway_status.repair_turns_remaining
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if self.cp.captured and turns_remaining is not None:
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self.repair_button.setText("Repairing...")
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self.repair_button.setDisabled(True)
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return
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if self.can_repair_runway:
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if self.can_afford_runway_repair:
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self.repair_button.setText(f"Repair ${RUNWAY_REPAIR_COST}M")
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self.repair_button.setDisabled(False)
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return
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else:
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self.repair_button.setText(
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f"Cannot afford repair ${RUNWAY_REPAIR_COST}M"
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)
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self.repair_button.setDisabled(True)
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return
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self.repair_button.setVisible(False)
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self.repair_button.setDisabled(True)
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def update_intel_summary(self) -> None:
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parking_type_all = ParkingType(
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fixed_wing=True, fixed_wing_stol=True, rotary_wing=True
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)
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aircraft = self.cp.allocated_aircraft(parking_type_all).total_present
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parking = self.cp.total_aircraft_parking(parking_type_all)
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parking_type_fixed_wing = ParkingType(
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fixed_wing=True, fixed_wing_stol=False, rotary_wing=False
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)
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parking_type_stol = ParkingType(
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fixed_wing=False, fixed_wing_stol=True, rotary_wing=False
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)
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parking_type_rotary_wing = ParkingType(
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fixed_wing=False, fixed_wing_stol=False, rotary_wing=True
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)
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ground_spawn_parking = self.cp.total_aircraft_parking(parking_type_stol)
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helipads = self.cp.total_aircraft_parking(parking_type_rotary_wing)
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ground_unit_limit = self.cp.frontline_unit_count_limit
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deployable_unit_info = ""
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allocated = self.cp.allocated_ground_units(
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self.game_model.game.coalition_for(self.cp.captured).transfers
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)
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unit_overage = max(
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allocated.total_present - self.cp.frontline_unit_count_limit, 0
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)
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if self.cp.has_active_frontline:
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deployable_unit_info = (
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f" (Up to {ground_unit_limit} deployable, {unit_overage} reserve)"
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)
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fixed_wing_airfield_parking = [
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slot
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for slot in self.cp.parking_slots
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if slot.airplanes and not slot.helicopter
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]
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rotary_wing_airfield_parking = [
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slot
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for slot in self.cp.parking_slots
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if slot.helicopter and not slot.airplanes
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]
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mixed_parking = [
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slot for slot in self.cp.parking_slots if slot.helicopter and slot.airplanes
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]
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self.intel_summary.setText(
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"\n".join(
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[
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f"{aircraft}/{parking} aircraft",
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f"{len(fixed_wing_airfield_parking)} fixed-wing only parking",
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f"{len(rotary_wing_airfield_parking) + helipads} rotary-wing only parking",
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f"{len(mixed_parking)} mixed parking",
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f"{ground_spawn_parking} ground spawns",
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f"{self.cp.base.total_armor} ground units" + deployable_unit_info,
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f"{allocated.total_transferring} more ground units en route, {allocated.total_ordered} ordered",
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str(self.cp.runway_status),
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f"{self.cp.active_ammo_depots_count}/{self.cp.total_ammo_depots_count} ammo depots",
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f"{'Factory can produce units' if self.cp.has_factory else 'Does not have a factory'}",
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]
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)
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)
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def generate_intel_tooltip(self) -> str:
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tooltip = (
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f"Deployable unit limit ({self.cp.frontline_unit_count_limit}) = {FREE_FRONTLINE_UNIT_SUPPLY} (base) + "
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f" {AMMO_DEPOT_FRONTLINE_UNIT_CONTRIBUTION} (per connected ammo depot) * {self.cp.total_ammo_depots_count} "
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f"(depots)"
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)
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if self.cp.has_active_frontline:
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unit_overage = max(
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self.cp.base.total_armor - self.cp.frontline_unit_count_limit, 0
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)
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tooltip += (
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f"\n{unit_overage} units will be held in reserve and will not be deployed to "
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f"connected frontlines for this turn"
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)
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return tooltip
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def closeEvent(self, close_event: QCloseEvent):
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GameUpdateSignal.get_instance().updateGame(self.game_model.game)
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def get_base_image(self):
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if (
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self.cp.cptype == ControlPointType.AIRCRAFT_CARRIER_GROUP
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or self.cp.cptype == ControlPointType.LHA_GROUP
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):
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carrier_type = self.cp.get_carrier_group_type(always_supercarrier=True)
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return f"./resources/ui/units/ships/{carrier_type.id}.png"
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elif self.cp.cptype == ControlPointType.FOB and self.cp.has_helipads:
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return "./resources/ui/heliport.png"
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elif self.cp.cptype == ControlPointType.FOB:
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return "./resources/ui/fob.png"
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else:
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return "./resources/ui/airbase.png"
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def new_package(self) -> None:
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Dialog.open_new_package_dialog(self.cp, parent=self.window())
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def open_transfer_dialog(self) -> None:
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NewUnitTransferDialog(self.game_model, self.cp, parent=self.window()).show()
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def update_budget(self, game: Game) -> None:
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self.budget_display.setText(
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UnitTransactionFrame.BUDGET_FORMAT.format(game.blue.budget)
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)
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