dcs-retribution/qt_ui/windows/groundobject/QGroundObjectBuyMenu.py
RndName 60c8c80480 Decoupling and generalization of templates
Improvement for factions and templates which will allow decoupling of the templates from the actual units
- Implement UnitGroup class which matches unit_types and possible templates as the needed abstraction layer for decoupling.
- Refactor UnitType, Add ShipUnitType and all ships we currently use
- Remove serialized template.json and migrated to multiple yaml templates (one for each template) and multiple .miz
- Reorganized a lot of templates and started with generalization of many types (AAA, Flak, SHORAD, Navy)
- Fixed a lot of bugs from the previous reworks (group name generation, strike targets...)
- Reorganized the faction file completly. removed redundant lists, added presets for complex groups / families of units like sams
- Reworked the building template handling. Some templates are unused like "village"
- Reworked how groups from templates can be merged again for the dcs group creation (e.g. the skynet plugin requires them to be in the same group)
- Allow to define alternative tasks
2022-02-21 20:45:41 +01:00

287 lines
10 KiB
Python

import logging
from typing import Optional
from PySide2.QtCore import Signal
from PySide2.QtGui import Qt
from PySide2.QtWidgets import (
QComboBox,
QDialog,
QGridLayout,
QGroupBox,
QLabel,
QMessageBox,
QPushButton,
QSpinBox,
QVBoxLayout,
QCheckBox,
)
from game import Game
from game.data.groups import GroupRole, ROLE_TASKINGS, GroupTask
from game.point_with_heading import PointWithHeading
from game.theater import TheaterGroundObject
from game.theater.theatergroundobject import (
VehicleGroupGroundObject,
SamGroundObject,
EwrGroundObject,
GroundGroup,
)
from gen.templates import (
GroundObjectTemplate,
GroupTemplate,
)
from qt_ui.uiconstants import EVENT_ICONS
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
class QGroundObjectGroupTemplate(QGroupBox):
group_template_changed = Signal(GroupTemplate)
# UI to show one GroupTemplate and configure the TemplateRandomizer for it
# one row: [Required | Unit Selector | Amount | Price]
# If the group is not randomizable: Just view labels instead of edit fields
def __init__(self, group_id: int, group_template: GroupTemplate) -> None:
super(QGroundObjectGroupTemplate, self).__init__(
f"{group_id + 1}: {group_template.name}"
)
self.group_template = group_template
self.group_layout = QGridLayout()
self.setLayout(self.group_layout)
self.amount_selector = QSpinBox()
self.unit_selector = QComboBox()
self.group_selector = QCheckBox()
self.group_selector.setChecked(self.group_template.should_be_generated)
self.group_selector.setEnabled(self.group_template.optional)
if self.group_template.can_be_modified:
# Group can be modified (more than 1 possible unit_type for the group)
for unit in self.group_template.possible_units:
self.unit_selector.addItem(f"{unit} [${unit.price}M]", userData=unit)
self.group_layout.addWidget(
self.unit_selector, 0, 0, alignment=Qt.AlignRight
)
self.group_layout.addWidget(
self.amount_selector, 0, 1, alignment=Qt.AlignRight
)
self.amount_selector.setMinimum(1)
self.amount_selector.setMaximum(self.group_template.max_size)
self.amount_selector.setValue(self.group_template.size)
self.on_group_changed()
else:
# Group can not be randomized so just show the group info
group_info = QVBoxLayout()
try:
unit_name = next(self.group_template.possible_units)
except StopIteration:
unit_name = self.group_template.unit_type
group_info.addWidget(
QLabel(f"{self.group_template.size}x {unit_name}"),
alignment=Qt.AlignLeft,
)
self.group_layout.addLayout(group_info, 0, 0, 1, 2)
self.group_layout.addWidget(self.group_selector, 0, 2, alignment=Qt.AlignRight)
self.amount_selector.valueChanged.connect(self.on_group_changed)
self.unit_selector.currentIndexChanged.connect(self.on_group_changed)
self.group_selector.stateChanged.connect(self.on_group_changed)
def on_group_changed(self) -> None:
self.group_template.set_enabled(self.group_selector.isChecked())
if self.group_template.can_be_modified:
unit_type = self.unit_selector.itemData(self.unit_selector.currentIndex())
self.group_template.unit_count = [self.amount_selector.value()]
self.group_template.set_unit_type(unit_type.dcs_id)
self.group_template_changed.emit(self.group_template)
class QGroundObjectTemplateLayout(QGroupBox):
def __init__(
self,
game: Game,
ground_object: TheaterGroundObject,
template_changed_signal: Signal(GroundObjectTemplate),
current_group_value: int,
):
super(QGroundObjectTemplateLayout, self).__init__("Groups:")
# Connect to the signal to handle template updates
self.game = game
self.ground_object = ground_object
self.template_changed_signal = template_changed_signal
self.template_changed_signal.connect(self.load_for_template)
self.template: Optional[GroundObjectTemplate] = None
self.current_group_value = current_group_value
self.buy_button = QPushButton("Buy")
self.buy_button.clicked.connect(self.buy_group)
self.template_layout = QGridLayout()
self.setLayout(self.template_layout)
self.template_grid = QGridLayout()
self.template_layout.addLayout(self.template_grid, 0, 0, 1, 2)
self.template_layout.addWidget(self.buy_button, 1, 1)
stretch = QVBoxLayout()
stretch.addStretch()
self.template_layout.addLayout(stretch, 2, 0)
def load_for_template(self, template: GroundObjectTemplate) -> None:
self.template = template
# Clean the current grid
for id in range(self.template_grid.count()):
self.template_grid.itemAt(id).widget().deleteLater()
for g_id, group in enumerate(template.groups):
group_row = QGroundObjectGroupTemplate(g_id, group)
group_row.group_template_changed.connect(self.group_template_changed)
self.template_grid.addWidget(group_row)
self.update_price()
def group_template_changed(self, group_template: GroupTemplate) -> None:
self.update_price()
def update_price(self) -> None:
price = "$" + str(self.template.estimated_price_for(self.ground_object))
self.buy_button.setText(f"Buy [{price}M][-${self.current_group_value}M]")
def buy_group(self):
if not self.template:
return
groups = self.generate_groups()
price = 0
for group in groups:
for unit in group.units:
if unit.unit_type:
price += unit.unit_type.price
price -= self.current_group_value
if price > self.game.blue.budget:
self.error_money()
self.close()
return
else:
self.game.blue.budget -= price
self.ground_object.groups = groups
# Replan redfor missions
self.game.initialize_turn(for_red=True, for_blue=False)
GameUpdateSignal.get_instance().updateGame(self.game)
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()
def generate_groups(self) -> list[GroundGroup]:
go = self.template.generate(
self.ground_object.name,
PointWithHeading.from_point(
self.ground_object.position, self.ground_object.heading
),
self.ground_object.control_point,
self.game,
)
return go.groups
class QGroundObjectBuyMenu(QDialog):
template_changed_signal = Signal(GroundObjectTemplate)
def __init__(
self,
parent,
ground_object: TheaterGroundObject,
game: Game,
current_group_value: int,
):
super(QGroundObjectBuyMenu, self).__init__(parent)
self.setMinimumWidth(350)
self.setWindowTitle("Buy ground object @ " + ground_object.obj_name)
self.setWindowIcon(EVENT_ICONS["capture"])
self.mainLayout = QGridLayout()
self.setLayout(self.mainLayout)
self.unit_group_selector = QComboBox()
self.template_selector = QComboBox()
self.template_selector.setEnabled(False)
# Get the templates and fill the combobox
template_sub_category = None
tasks = []
if isinstance(ground_object, SamGroundObject):
role = GroupRole.AntiAir
elif isinstance(ground_object, VehicleGroupGroundObject):
role = GroupRole.GroundForce
elif isinstance(ground_object, EwrGroundObject):
role = GroupRole.AntiAir
tasks.append(GroupTask.EWR)
else:
raise RuntimeError
if not tasks:
tasks = ROLE_TASKINGS[role]
for unit_group in game.blue.faction.groups_for_role_and_tasks(role, tasks):
self.unit_group_selector.addItem(unit_group.name, userData=unit_group)
self.template_selector.currentIndexChanged.connect(self.template_changed)
self.unit_group_selector.currentIndexChanged.connect(self.unit_group_changed)
template_selector_layout = QGridLayout()
template_selector_layout.addWidget(QLabel("UnitGroup :"), 0, 0, Qt.AlignLeft)
template_selector_layout.addWidget(
self.unit_group_selector, 0, 1, alignment=Qt.AlignRight
)
template_selector_layout.addWidget(QLabel("Template :"), 1, 0, Qt.AlignLeft)
template_selector_layout.addWidget(
self.template_selector, 1, 1, alignment=Qt.AlignRight
)
self.mainLayout.addLayout(template_selector_layout, 0, 0)
self.template_layout = QGroundObjectTemplateLayout(
game, ground_object, self.template_changed_signal, current_group_value
)
self.mainLayout.addWidget(self.template_layout, 1, 0)
self.setLayout(self.mainLayout)
# Update UI
self.unit_group_changed()
def unit_group_changed(self) -> None:
unit_group = self.unit_group_selector.itemData(
self.unit_group_selector.currentIndex()
)
self.template_selector.clear()
if unit_group.templates:
for template in unit_group.templates:
self.template_selector.addItem(template.name, userData=template)
# Enable if more than one template is available
self.template_selector.setEnabled(len(unit_group.templates) > 1)
def template_changed(self):
template = self.template_selector.itemData(
self.template_selector.currentIndex()
)
if template is not None:
self.template_changed_signal.emit(template)