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