mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Much of the UI was using the old budget which wasn't removed from Game like it should have been when Coaltion was introduced. The UI displayed (and in some cases pulled from) the starting budget rather than the real budget.
263 lines
9.7 KiB
Python
263 lines
9.7 KiB
Python
from PySide2.QtCore import Qt
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from PySide2.QtGui import QCloseEvent, QPixmap
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from PySide2.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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)
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from game import Game, db
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from game.theater import (
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ControlPoint,
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ControlPointType,
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FREE_FRONTLINE_UNIT_SUPPLY,
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AMMO_DEPOT_FRONTLINE_UNIT_CONTRIBUTION,
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)
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from gen.flights.flight import FlightType
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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.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.QRecruitBehaviour import QRecruitBehaviour
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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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try:
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game = self.game_model.game
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self.airport = game.theater.terrain.airport_by_id(self.cp.id)
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except:
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self.airport = None
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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.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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title = QLabel("<b>" + self.cp.name + "</b>")
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title.setAlignment(Qt.AlignLeft | Qt.AlignTop)
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title.setProperty("style", "base-title")
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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(title)
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top_layout.addWidget(self.intel_summary)
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top_layout.setAlignment(Qt.AlignTop)
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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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top_layout.addWidget(self.repair_button)
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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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capture_button = QPushButton("CHEAT: Capture")
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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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QRecruitBehaviour.BUDGET_FORMAT.format(self.game_model.game.blue.budget)
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)
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self.budget_display.setAlignment(Qt.AlignRight | Qt.AlignBottom)
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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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self.cp.capture(self.game_model.game, for_player=not self.cp.captured)
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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 are no longer valid.
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self.game_model.game.initialize_turn()
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GameUpdateSignal.get_instance().updateGame(self.game_model.game)
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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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@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 >= db.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 ${db.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.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.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 -= db.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 ${db.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 ${db.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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aircraft = self.cp.base.total_aircraft
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parking = self.cp.total_aircraft_parking
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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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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"{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 self.cp.cptype == ControlPointType.AIRCRAFT_CARRIER_GROUP:
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return "./resources/ui/carrier.png"
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elif self.cp.cptype == ControlPointType.LHA_GROUP:
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return "./resources/ui/lha.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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QRecruitBehaviour.BUDGET_FORMAT.format(game.blue.budget)
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)
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