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https://github.com/dcs-retribution/dcs-retribution.git
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The new class PurchaseGroup coming in with commit 9bb986c was not initiallized correctly. This causes the bug that the update function is not working when you for example open the AircraftRecruitmentMenu press "+" or "-", close the dialog and then open ArmorRecruitmentMenu. If you then want to buy or sell the update function will raise an error "Internal C++ Object Already Deleted".
172 lines
6.1 KiB
Python
172 lines
6.1 KiB
Python
import logging
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from typing import Set
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from PySide2.QtCore import Qt
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from PySide2.QtWidgets import (
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QFrame,
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QGridLayout,
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QHBoxLayout,
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QLabel,
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QMessageBox,
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QScrollArea,
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QVBoxLayout,
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QWidget,
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)
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from dcs.helicopters import helicopter_map
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from game.dcs.aircrafttype import AircraftType
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from game.theater import ControlPoint, ControlPointType
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from qt_ui.models import GameModel
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from qt_ui.uiconstants import ICONS
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from qt_ui.windows.basemenu.QRecruitBehaviour import QRecruitBehaviour
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class QAircraftRecruitmentMenu(QFrame, QRecruitBehaviour):
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def __init__(self, cp: ControlPoint, game_model: GameModel) -> None:
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QFrame.__init__(self)
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self.cp = cp
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self.game_model = game_model
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self.purchase_groups = {}
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self.bought_amount_labels = {}
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self.existing_units_labels = {}
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# Determine maximum number of aircrafts that can be bought
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self.set_maximum_units(self.cp.total_aircraft_parking)
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self.bought_amount_labels = {}
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self.existing_units_labels = {}
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self.hangar_status = QHangarStatus(game_model, self.cp)
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main_layout = QVBoxLayout()
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scroll_content = QWidget()
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task_box_layout = QGridLayout()
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row = 0
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unit_types: Set[AircraftType] = set()
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for unit_type in self.game_model.game.player_faction.aircrafts:
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if self.cp.is_carrier and not unit_type.carrier_capable:
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continue
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if self.cp.is_lha and not unit_type.lha_capable:
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continue
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if (
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self.cp.cptype in [ControlPointType.FOB, ControlPointType.FARP]
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and unit_type not in helicopter_map.values()
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):
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continue
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unit_types.add(unit_type)
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sorted_units = sorted(
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unit_types,
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key=lambda u: u.name,
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)
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for row, unit_type in enumerate(sorted_units):
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self.add_purchase_row(unit_type, task_box_layout, row)
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stretch = QVBoxLayout()
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stretch.addStretch()
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task_box_layout.addLayout(stretch, row, 0)
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scroll_content.setLayout(task_box_layout)
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scroll = QScrollArea()
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scroll.setHorizontalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
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scroll.setVerticalScrollBarPolicy(Qt.ScrollBarAlwaysOn)
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scroll.setWidgetResizable(True)
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scroll.setWidget(scroll_content)
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main_layout.addLayout(self.hangar_status)
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main_layout.addWidget(scroll)
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self.setLayout(main_layout)
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def enable_purchase(self, unit_type: AircraftType) -> bool:
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if not super().enable_purchase(unit_type):
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return False
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if not self.cp.can_operate(unit_type):
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return False
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return True
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def enable_sale(self, unit_type: AircraftType) -> bool:
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if not self.cp.can_operate(unit_type):
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return False
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return True
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def buy(self, unit_type: AircraftType) -> None:
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if self.maximum_units > 0:
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if self.cp.unclaimed_parking(self.game_model.game) <= 0:
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logging.debug(f"No space for additional aircraft at {self.cp}.")
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QMessageBox.warning(
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self,
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"No space for additional aircraft",
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f"There is no parking space left at {self.cp.name} to accommodate "
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"another plane.",
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QMessageBox.Ok,
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)
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return
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# If we change our mind about selling, we want the aircraft to be put
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# back in the inventory immediately.
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elif self.pending_deliveries.units.get(unit_type, 0) < 0:
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global_inventory = self.game_model.game.aircraft_inventory
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inventory = global_inventory.for_control_point(self.cp)
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inventory.add_aircraft(unit_type, 1)
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super().buy(unit_type)
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self.hangar_status.update_label()
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def sell(self, unit_type: AircraftType) -> None:
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# Don't need to remove aircraft from the inventory if we're canceling
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# orders.
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if self.pending_deliveries.units.get(unit_type, 0) <= 0:
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global_inventory = self.game_model.game.aircraft_inventory
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inventory = global_inventory.for_control_point(self.cp)
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try:
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inventory.remove_aircraft(unit_type, 1)
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except ValueError:
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QMessageBox.critical(
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self,
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"Could not sell aircraft",
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f"Attempted to sell one {unit_type} at {self.cp.name} "
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"but none are available. Are all aircraft currently "
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"assigned to a mission?",
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QMessageBox.Ok,
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)
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return
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super().sell(unit_type)
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self.hangar_status.update_label()
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class QHangarStatus(QHBoxLayout):
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def __init__(self, game_model: GameModel, control_point: ControlPoint) -> None:
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super().__init__()
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self.game_model = game_model
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self.control_point = control_point
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self.icon = QLabel()
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self.icon.setPixmap(ICONS["Hangar"])
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self.text = QLabel("")
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self.update_label()
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self.addWidget(self.icon, Qt.AlignLeft)
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self.addWidget(self.text, Qt.AlignLeft)
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self.addStretch(50)
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self.setAlignment(Qt.AlignLeft)
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def update_label(self) -> None:
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next_turn = self.control_point.allocated_aircraft(self.game_model.game)
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max_amount = self.control_point.total_aircraft_parking
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components = [f"{next_turn.total_present} present"]
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if next_turn.total_ordered > 0:
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components.append(f"{next_turn.total_ordered} purchased")
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elif next_turn.total_ordered < 0:
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components.append(f"{-next_turn.total_ordered} sold")
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transferring = next_turn.total_transferring
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if transferring > 0:
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components.append(f"{transferring} transferring in")
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if transferring < 0:
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components.append(f"{-transferring} transferring out")
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details = ", ".join(components)
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self.text.setText(
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f"<strong>{next_turn.total}/{max_amount}</strong> ({details})"
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)
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