dcs-retribution/qt_ui/windows/groundobject/QGroundObjectMenu.py
Dan Albert 0e807d84c2 Differentiate required long and medium range SAMs.
To improve IADS design in campaigns, this differentiates required long
and medium range SAMs. SAMs that must be long range SAMs are defined by
SA-10 or Patriot launchers, while medium range SAMs are defined by SA-2,
SA-3, or Hawk launchers.

Long range SAMs positions will only be populated by long range SAMs
(Patriots and SA-10s), and not all factions have those available. Medium
range SAMs currently comprise all air defenses that are not long range
SAMs, so if the faction includes flak guns in their `sams` property then
flak guns may be spawned at medium range SAM locations.

Base defenses and random SAM locations continue to use either type of
SAM.
2020-11-26 19:48:14 -08:00

368 lines
14 KiB
Python

import logging
from PySide2 import QtCore
from PySide2.QtGui import Qt
from PySide2.QtWidgets import (
QComboBox,
QDialog,
QGridLayout,
QGroupBox,
QHBoxLayout,
QLabel,
QMessageBox,
QPushButton,
QSpinBox,
QVBoxLayout,
)
from dcs import Point
from game import Game, db
from game.data.building_data import FORTIFICATION_BUILDINGS
from game.db import PRICES, PinpointStrike, REWARDS, unit_type_of
from game.theater import ControlPoint, TheaterGroundObject
from gen.defenses.armor_group_generator import \
generate_armor_group_of_type_and_size
from gen.sam.sam_group_generator import get_faction_possible_sams_generator
from qt_ui.uiconstants import EVENT_ICONS
from qt_ui.widgets.QBudgetBox import QBudgetBox
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
from qt_ui.windows.groundobject.QBuildingInfo import QBuildingInfo
class QGroundObjectMenu(QDialog):
changed = QtCore.Signal()
def __init__(self, parent, ground_object: TheaterGroundObject, buildings:[], cp: ControlPoint, game: Game):
super(QGroundObjectMenu, self).__init__(parent)
self.setMinimumWidth(350)
self.ground_object = ground_object
self.buildings = buildings
self.cp = cp
self.game = game
self.setWindowTitle("Location " + self.ground_object.obj_name)
self.setWindowIcon(EVENT_ICONS["capture"])
self.intelBox = QGroupBox("Units :")
self.buildingBox = QGroupBox("Buildings :")
self.intelLayout = QGridLayout()
self.buildingsLayout = QGridLayout()
self.sell_all_button = None
self.total_value = 0
self.init_ui()
def init_ui(self):
self.mainLayout = QVBoxLayout()
self.budget = QBudgetBox(self.game)
self.budget.setGame(self.game)
self.doLayout()
if self.ground_object.dcs_identifier == "AA":
self.mainLayout.addWidget(self.intelBox)
else:
self.mainLayout.addWidget(self.buildingBox)
if self.cp.captured:
self.mainLayout.addWidget(self.financesBox)
self.actionLayout = QHBoxLayout()
self.sell_all_button = QPushButton("Disband (+" + str(self.total_value) + "M)")
self.sell_all_button.clicked.connect(self.sell_all)
self.sell_all_button.setProperty("style", "btn-danger")
self.buy_replace = QPushButton("Buy/Replace")
self.buy_replace.clicked.connect(self.buy_group)
self.buy_replace.setProperty("style", "btn-success")
if self.total_value > 0:
self.actionLayout.addWidget(self.sell_all_button)
self.actionLayout.addWidget(self.buy_replace)
if self.cp.captured and self.ground_object.dcs_identifier == "AA":
self.mainLayout.addLayout(self.actionLayout)
self.setLayout(self.mainLayout)
def doLayout(self):
self.update_total_value()
self.intelBox = QGroupBox("Units :")
self.intelLayout = QGridLayout()
i = 0
for g in self.ground_object.groups:
if not hasattr(g, "units_losts"):
g.units_losts = []
for u in g.units:
self.intelLayout.addWidget(QLabel("<b>Unit #" + str(u.id) + " - " + str(u.type) + "</b>"), i, 0)
i = i + 1
for u in g.units_losts:
utype = unit_type_of(u)
if utype in PRICES:
price = PRICES[utype]
else:
price = 6
self.intelLayout.addWidget(QLabel("<b>Unit #" + str(u.id) + " - " + str(u.type) + "</b> [DEAD]"), i, 0)
if self.cp.captured:
repair = QPushButton("Repair [" + str(price) + "M]")
repair.setProperty("style", "btn-success")
repair.clicked.connect(lambda u=u, g=g, p=price: self.repair_unit(g, u, p))
self.intelLayout.addWidget(repair, i, 1)
i = i + 1
stretch = QVBoxLayout()
stretch.addStretch()
self.intelLayout.addLayout(stretch, i, 0)
self.buildingBox = QGroupBox("Buildings :")
self.buildingsLayout = QGridLayout()
j = 0
total_income = 0
received_income = 0
for i, building in enumerate(self.buildings):
if building.dcs_identifier not in FORTIFICATION_BUILDINGS:
self.buildingsLayout.addWidget(QBuildingInfo(building, self.ground_object), j/3, j%3)
j = j + 1
if building.category in REWARDS.keys():
total_income = total_income + REWARDS[building.category]
if not building.is_dead:
received_income = received_income + REWARDS[building.category]
else:
logging.warning(building.category + " not in REWARDS")
self.financesBox = QGroupBox("Finances: ")
self.financesBoxLayout = QGridLayout()
self.financesBoxLayout.addWidget(QLabel("Available: " + str(total_income) + "M"), 2, 1)
self.financesBoxLayout.addWidget(QLabel("Receiving: " + str(received_income) + "M"), 2, 2)
self.financesBox.setLayout(self.financesBoxLayout)
self.buildingBox.setLayout(self.buildingsLayout)
self.intelBox.setLayout(self.intelLayout)
def do_refresh_layout(self):
try:
for i in range(self.mainLayout.count()):
item = self.mainLayout.itemAt(i)
if item is not None and item.widget() is not None:
item.widget().setParent(None)
self.sell_all_button.setParent(None)
self.buy_replace.setParent(None)
self.actionLayout.setParent(None)
self.doLayout()
if self.ground_object.dcs_identifier == "AA":
self.mainLayout.addWidget(self.intelBox)
else:
self.mainLayout.addWidget(self.buildingBox)
self.actionLayout = QHBoxLayout()
if self.total_value > 0:
self.actionLayout.addWidget(self.sell_all_button)
self.actionLayout.addWidget(self.buy_replace)
if self.cp.captured and self.ground_object.dcs_identifier == "AA":
self.mainLayout.addLayout(self.actionLayout)
except Exception as e:
print(e)
self.update_total_value()
self.changed.emit()
def update_total_value(self):
total_value = 0
for group in self.ground_object.groups:
for u in group.units:
utype = unit_type_of(u)
if utype in PRICES:
total_value = total_value + PRICES[utype]
else:
total_value = total_value + 1
if self.sell_all_button is not None:
self.sell_all_button.setText("Disband (+$" + str(self.total_value) + "M)")
self.total_value = total_value
def repair_unit(self, group, unit, price):
if self.game.budget > price:
self.game.budget -= price
group.units_losts = [u for u in group.units_losts if u.id != unit.id]
group.units.append(unit)
GameUpdateSignal.get_instance().updateGame(self.game)
# Remove destroyed units in the vicinity
destroyed_units = self.game.get_destroyed_units()
for d in destroyed_units:
p = Point(d["x"], d["z"])
if p.distance_to_point(unit.position) < 15:
destroyed_units.remove(d)
logging.info("Removed destroyed units " + str(d))
logging.info("Repaired unit : " + str(unit.id) + " " + str(unit.type))
self.do_refresh_layout()
self.changed.emit()
def sell_all(self):
self.update_total_value()
self.game.budget = self.game.budget + self.total_value
self.ground_object.groups = []
self.do_refresh_layout()
GameUpdateSignal.get_instance().updateBudget(self.game)
def buy_group(self):
self.subwindow = QBuyGroupForGroundObjectDialog(self, self.ground_object, self.cp, self.game, self.total_value)
self.subwindow.changed.connect(self.do_refresh_layout)
self.subwindow.show()
class QBuyGroupForGroundObjectDialog(QDialog):
changed = QtCore.Signal()
def __init__(self, parent, ground_object: TheaterGroundObject, cp: ControlPoint, game: Game, current_group_value: int):
super(QBuyGroupForGroundObjectDialog, self).__init__(parent)
self.setMinimumWidth(350)
self.ground_object = ground_object
self.cp = cp
self.game = game
self.current_group_value = current_group_value
self.setWindowTitle("Buy units @ " + self.ground_object.obj_name)
self.setWindowIcon(EVENT_ICONS["capture"])
self.buySamButton = QPushButton("Buy")
self.buyArmorButton = QPushButton("Buy")
self.buySamLayout = QGridLayout()
self.buyArmorLayout = QGridLayout()
self.amount = QSpinBox()
self.buyArmorCombo = QComboBox()
self.samCombo = QComboBox()
self.buySamBox = QGroupBox("Buy SAM site :")
self.buyArmorBox = QGroupBox("Buy defensive position :")
self.init_ui()
def init_ui(self):
faction = self.game.player_faction
# Sams
possible_sams = get_faction_possible_sams_generator(faction)
for sam in possible_sams:
self.samCombo.addItem(sam.name + " [$" + str(sam.price) + "M]", userData=sam)
self.samCombo.currentIndexChanged.connect(self.samComboChanged)
self.buySamLayout.addWidget(QLabel("Site Type :"), 0, 0, Qt.AlignLeft)
self.buySamLayout.addWidget(self.samCombo, 0, 1, alignment=Qt.AlignRight)
self.buySamLayout.addWidget(self.buySamButton, 1, 1, alignment=Qt.AlignRight)
stretch = QVBoxLayout()
stretch.addStretch()
self.buySamLayout.addLayout(stretch, 2, 0)
self.buySamButton.clicked.connect(self.buySam)
# Armored units
armored_units = db.find_unittype(PinpointStrike, faction.name) # Todo : refactor this legacy nonsense
for unit in set(armored_units):
self.buyArmorCombo.addItem(db.unit_type_name_2(unit) + " [$" + str(db.PRICES[unit]) + "M]", userData=unit)
self.buyArmorCombo.currentIndexChanged.connect(self.armorComboChanged)
self.amount.setMinimum(2)
self.amount.setMaximum(8)
self.amount.setValue(2)
self.amount.valueChanged.connect(self.amountComboChanged)
self.buyArmorLayout.addWidget(QLabel("Unit type :"), 0, 0, Qt.AlignLeft)
self.buyArmorLayout.addWidget(self.buyArmorCombo, 0, 1, alignment=Qt.AlignRight)
self.buyArmorLayout.addWidget(QLabel("Group size :"), 1, 0, alignment=Qt.AlignLeft)
self.buyArmorLayout.addWidget(self.amount, 1, 1, alignment=Qt.AlignRight)
self.buyArmorLayout.addWidget(self.buyArmorButton, 2, 1, alignment=Qt.AlignRight)
stretch2 = QVBoxLayout()
stretch2.addStretch()
self.buyArmorLayout.addLayout(stretch2, 3, 0)
self.buyArmorButton.clicked.connect(self.buyArmor)
# Do layout
self.buySamBox.setLayout(self.buySamLayout)
self.buyArmorBox.setLayout(self.buyArmorLayout)
self.mainLayout = QHBoxLayout()
self.mainLayout.addWidget(self.buySamBox)
if self.ground_object.airbase_group:
self.mainLayout.addWidget(self.buyArmorBox)
self.setLayout(self.mainLayout)
try:
self.samComboChanged(0)
self.armorComboChanged(0)
except:
pass
def samComboChanged(self, index):
self.buySamButton.setText("Buy [$" + str(self.samCombo.itemData(index).price) + "M] [-$" + str(self.current_group_value) + "M]")
def armorComboChanged(self, index):
self.buyArmorButton.setText("Buy [$" + str(db.PRICES[self.buyArmorCombo.itemData(index)] * self.amount.value()) + "M][-$" + str(self.current_group_value) + "M]")
def amountComboChanged(self):
self.buyArmorButton.setText("Buy [$" + str(db.PRICES[self.buyArmorCombo.itemData(self.buyArmorCombo.currentIndex())] * self.amount.value()) + "M][-$" + str(self.current_group_value) + "M]")
def buyArmor(self):
logging.info("Buying Armor ")
utype = self.buyArmorCombo.itemData(self.buyArmorCombo.currentIndex())
logging.info(utype)
price = db.PRICES[utype] * self.amount.value() - self.current_group_value
if price > self.game.budget:
self.error_money()
self.close()
return
else:
self.game.budget -= price
# Generate Armor
group = generate_armor_group_of_type_and_size(self.game, self.ground_object, utype, int(self.amount.value()))
self.ground_object.groups = [group]
GameUpdateSignal.get_instance().updateBudget(self.game)
self.changed.emit()
self.close()
def buySam(self):
sam_generator = self.samCombo.itemData(self.samCombo.currentIndex())
price = sam_generator.price - self.current_group_value
if price > self.game.budget:
self.error_money()
return
else:
self.game.budget -= price
# Generate SAM
generator = sam_generator(self.game, self.ground_object)
generator.generate()
generated_group = generator.get_generated_group()
self.ground_object.groups = [generated_group]
GameUpdateSignal.get_instance().updateBudget(self.game)
self.changed.emit()
self.close()
def error_money(self):
msg = QMessageBox()
msg.setIcon(QMessageBox.Information)
msg.setText("Not enough money to buy these units !")
msg.setWindowTitle("Not enough money")
msg.setStandardButtons(QMessageBox.Ok)
msg.setWindowFlags(Qt.WindowStaysOnTopHint)
msg.exec_()
self.close()