Dan Albert 81d5cddac9 Remove weird single-CP supply route edge case.
A CP with a factory would be able to supply itself, but was not in a
supply route if it was the only connected friendly CP. When the player
starts with only one base against an enemy base this meant that it was
in no supply route, causing it to not be a recruitment location or a
place to buy more than a reserve of vehicles automatically.
2021-04-19 17:15:41 -07:00

198 lines
7.0 KiB
Python

from PySide2.QtCore import Qt
from PySide2.QtGui import QCloseEvent, QPixmap
from PySide2.QtWidgets import (
QDialog,
QHBoxLayout,
QLabel,
QMessageBox,
QPushButton,
QVBoxLayout,
QWidget,
)
from game import Game, db
from game.theater import ControlPoint, ControlPointType, SupplyRoute
from gen.flights.flight import FlightType
from qt_ui.dialogs import Dialog
from qt_ui.models import GameModel
from qt_ui.uiconstants import EVENT_ICONS
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
from qt_ui.windows.basemenu.QBaseMenuTabs import QBaseMenuTabs
from qt_ui.windows.basemenu.QRecruitBehaviour import QRecruitBehaviour
from qt_ui.windows.basemenu.NewUnitTransferDialog import NewUnitTransferDialog
class QBaseMenu2(QDialog):
def __init__(self, parent, cp: ControlPoint, game_model: GameModel):
super(QBaseMenu2, self).__init__(parent)
# Attrs
self.cp = cp
self.game_model = game_model
self.objectName = "menuDialogue"
try:
game = self.game_model.game
self.airport = game.theater.terrain.airport_by_id(self.cp.id)
except:
self.airport = None
if self.cp.captured:
self.deliveryEvent = None
self.setWindowIcon(EVENT_ICONS["capture"])
self.setWindowFlags(Qt.WindowStaysOnTopHint)
self.setMinimumSize(300, 200)
self.setMinimumWidth(800)
self.setMaximumWidth(800)
self.setModal(True)
self.setWindowTitle(self.cp.name)
base_menu_header = QWidget()
top_layout = QHBoxLayout()
header = QLabel(self)
header.setGeometry(0, 0, 655, 106)
pixmap = QPixmap(self.get_base_image())
header.setPixmap(pixmap)
title = QLabel("<b>" + self.cp.name + "</b>")
title.setAlignment(Qt.AlignLeft | Qt.AlignTop)
title.setProperty("style", "base-title")
self.intel_summary = QLabel()
self.update_intel_summary()
top_layout.addWidget(title)
top_layout.addWidget(self.intel_summary)
top_layout.setAlignment(Qt.AlignTop)
self.repair_button = QPushButton()
self.repair_button.clicked.connect(self.begin_runway_repair)
self.update_repair_button()
top_layout.addWidget(self.repair_button)
base_menu_header.setProperty("style", "baseMenuHeader")
base_menu_header.setLayout(top_layout)
main_layout = QVBoxLayout()
main_layout.addWidget(header)
main_layout.addWidget(base_menu_header)
main_layout.addWidget(QBaseMenuTabs(cp, self.game_model))
bottom_row = QHBoxLayout()
main_layout.addLayout(bottom_row)
if FlightType.OCA_RUNWAY in self.cp.mission_types(for_player=True):
runway_attack_button = QPushButton("Attack airfield")
bottom_row.addWidget(runway_attack_button)
runway_attack_button.setProperty("style", "btn-danger")
runway_attack_button.clicked.connect(self.new_package)
if self.cp.captured and self.has_transfer_destinations:
transfer_button = QPushButton("Transfer Units")
bottom_row.addWidget(transfer_button)
transfer_button.clicked.connect(self.open_transfer_dialog)
self.budget_display = QLabel(
QRecruitBehaviour.BUDGET_FORMAT.format(self.game_model.game.budget)
)
self.budget_display.setAlignment(Qt.AlignRight | Qt.AlignBottom)
self.budget_display.setProperty("style", "budget-label")
bottom_row.addWidget(self.budget_display)
GameUpdateSignal.get_instance().budgetupdated.connect(self.update_budget)
self.setLayout(main_layout)
@property
def has_transfer_destinations(self) -> bool:
return len(SupplyRoute.for_control_point(self.cp)) > 1
@property
def can_repair_runway(self) -> bool:
return self.cp.captured and self.cp.runway_can_be_repaired
@property
def can_afford_runway_repair(self) -> bool:
return self.game_model.game.budget >= db.RUNWAY_REPAIR_COST
def begin_runway_repair(self) -> None:
if not self.can_afford_runway_repair:
QMessageBox.critical(
self,
"Cannot repair runway",
f"Runway repair costs ${db.RUNWAY_REPAIR_COST}M but you have "
f"only ${self.game_model.game.budget}M available.",
QMessageBox.Ok,
)
return
if not self.can_repair_runway:
QMessageBox.critical(
self,
"Cannot repair runway",
f"Cannot repair this runway.",
QMessageBox.Ok,
)
return
self.cp.begin_runway_repair()
self.game_model.game.budget -= db.RUNWAY_REPAIR_COST
self.update_repair_button()
self.update_intel_summary()
GameUpdateSignal.get_instance().updateGame(self.game_model.game)
def update_repair_button(self) -> None:
self.repair_button.setVisible(True)
turns_remaining = self.cp.runway_status.repair_turns_remaining
if self.cp.captured and turns_remaining is not None:
self.repair_button.setText("Repairing...")
self.repair_button.setDisabled(True)
return
if self.can_repair_runway:
if self.can_afford_runway_repair:
self.repair_button.setText(f"Repair ${db.RUNWAY_REPAIR_COST}M")
self.repair_button.setDisabled(False)
return
else:
self.repair_button.setText(
f"Cannot afford repair ${db.RUNWAY_REPAIR_COST}M"
)
self.repair_button.setDisabled(True)
return
self.repair_button.setVisible(False)
self.repair_button.setDisabled(True)
def update_intel_summary(self) -> None:
self.intel_summary.setText(
"\n".join(
[
f"{self.cp.base.total_aircraft} aircraft",
f"{self.cp.base.total_armor} ground units",
str(self.cp.runway_status),
]
)
)
def closeEvent(self, close_event: QCloseEvent):
GameUpdateSignal.get_instance().updateGame(self.game_model.game)
def get_base_image(self):
if self.cp.cptype == ControlPointType.AIRCRAFT_CARRIER_GROUP:
return "./resources/ui/carrier.png"
elif self.cp.cptype == ControlPointType.LHA_GROUP:
return "./resources/ui/lha.png"
elif self.cp.cptype == ControlPointType.FOB:
return "./resources/ui/fob.png"
else:
return "./resources/ui/airbase.png"
def new_package(self) -> None:
Dialog.open_new_package_dialog(self.cp, parent=self.window())
def open_transfer_dialog(self) -> None:
NewUnitTransferDialog(self.game_model, self.cp, parent=self.window()).show()
def update_budget(self, game: Game) -> None:
self.budget_display.setText(QRecruitBehaviour.BUDGET_FORMAT.format(game.budget))