dcs-retribution/qt_ui/windows/basemenu/airfield/QAircraftRecruitmentMenu.py
Dan Albert 75769df8e2 Handle inventory when selling aircraft.
This still leaves a bit to be desired, namely that selling aircraft
happens immediately but buying aircraft takes a turn. However, that's
how this behaved before, so this restores the 2.1 behavior. Worth
investigating further in the future.
2020-11-14 00:11:19 -08:00

127 lines
4.5 KiB
Python

from typing import Optional, Set
from PySide2.QtCore import Qt
from PySide2.QtWidgets import (
QFrame,
QGridLayout,
QHBoxLayout,
QLabel,
QMessageBox,
QScrollArea,
QVBoxLayout,
QWidget,
)
from dcs.unittype import UnitType
from game.event.event import UnitsDeliveryEvent
from qt_ui.models import GameModel
from qt_ui.uiconstants import ICONS
from qt_ui.windows.basemenu.QRecruitBehaviour import QRecruitBehaviour
from theater import CAP, CAS, ControlPoint, db
class QAircraftRecruitmentMenu(QFrame, QRecruitBehaviour):
def __init__(self, cp: ControlPoint, game_model: GameModel) -> None:
QFrame.__init__(self)
self.cp = cp
self.game_model = game_model
self.deliveryEvent: Optional[UnitsDeliveryEvent] = None
self.bought_amount_labels = {}
self.existing_units_labels = {}
for event in self.game_model.game.events:
if event.__class__ == UnitsDeliveryEvent and event.from_cp == self.cp:
self.deliveryEvent = event
if not self.deliveryEvent:
self.deliveryEvent = self.game_model.game.units_delivery_event(self.cp)
# Determine maximum number of aircrafts that can be bought
self.set_maximum_units(self.cp.available_aircraft_slots)
self.set_recruitable_types([CAP, CAS])
self.bought_amount_labels = {}
self.existing_units_labels = {}
self.hangar_status = QHangarStatus(self.total_units, self.cp.available_aircraft_slots)
self.init_ui()
def init_ui(self):
main_layout = QVBoxLayout()
tasks = [CAP, CAS]
scroll_content = QWidget()
task_box_layout = QGridLayout()
row = 0
unit_types: Set[UnitType] = set()
for task in tasks:
units = db.find_unittype(task, self.game_model.game.player_name)
if not units:
continue
for unit in units:
if self.cp.is_carrier and unit not in db.CARRIER_CAPABLE:
continue
if self.cp.is_lha and unit not in db.LHA_CAPABLE:
continue
unit_types.add(unit)
sorted_units = sorted(unit_types, key=lambda u: db.unit_type_name_2(u))
for unit_type in sorted_units:
row = self.add_purchase_row(unit_type, task_box_layout, row)
stretch = QVBoxLayout()
stretch.addStretch()
task_box_layout.addLayout(stretch, row, 0)
scroll_content.setLayout(task_box_layout)
scroll = QScrollArea()
scroll.setHorizontalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
scroll.setVerticalScrollBarPolicy(Qt.ScrollBarAlwaysOn)
scroll.setWidgetResizable(True)
scroll.setWidget(scroll_content)
main_layout.addLayout(self.hangar_status)
main_layout.addWidget(scroll)
self.setLayout(main_layout)
def buy(self, unit_type):
super().buy(unit_type)
self.hangar_status.update_label(self.total_units, self.cp.available_aircraft_slots)
def sell(self, unit_type: UnitType):
# Don't need to remove aircraft from the inventory if we're canceling
# orders.
if self.deliveryEvent.units.get(unit_type, 0) <= 0:
global_inventory = self.game_model.game.aircraft_inventory
inventory = global_inventory.for_control_point(self.cp)
try:
inventory.remove_aircraft(unit_type, 1)
except ValueError:
QMessageBox.critical(
self, "Could not sell aircraft",
f"Attempted to sell one {unit_type.id} at {self.cp.name} "
"but none are available. Are all aircraft currently "
"assigned to a mission?", QMessageBox.Ok)
return
super().sell(unit_type)
self.hangar_status.update_label(self.total_units, self.cp.available_aircraft_slots)
class QHangarStatus(QHBoxLayout):
def __init__(self, current_amount: int, max_amount: int):
super(QHangarStatus, self).__init__()
self.icon = QLabel()
self.icon.setPixmap(ICONS["Hangar"])
self.text = QLabel("")
self.update_label(current_amount, max_amount)
self.addWidget(self.icon, Qt.AlignLeft)
self.addWidget(self.text, Qt.AlignLeft)
self.addStretch(50)
self.setAlignment(Qt.AlignLeft)
def update_label(self, current_amount: int, max_amount: int):
self.text.setText("<strong>{}/{}</strong>".format(current_amount, max_amount))