dcs-retribution/qt_ui/widgets/map/QMapGroundObject.py
2020-10-17 16:11:28 -07:00

131 lines
4.6 KiB
Python

from typing import List, Optional
from PySide2.QtCore import QRect
from PySide2.QtGui import QBrush
from PySide2.QtWidgets import QGraphicsItem
import qt_ui.uiconstants as const
from game import Game
from game.data.building_data import FORTIFICATION_BUILDINGS
from game.db import REWARDS
from qt_ui.windows.groundobject.QGroundObjectMenu import QGroundObjectMenu
from theater import ControlPoint, TheaterGroundObject
from .QMapObject import QMapObject
from ...displayoptions import DisplayOptions
class QMapGroundObject(QMapObject):
def __init__(self, parent, x: float, y: float, w: float, h: float,
control_point: ControlPoint,
ground_object: TheaterGroundObject, game: Game,
buildings: Optional[List[TheaterGroundObject]] = None) -> None:
super().__init__(x, y, w, h, mission_target=ground_object)
self.ground_object = ground_object
self.control_point = control_point
self.parent = parent
self.game = game
self.setZValue(2)
self.buildings = buildings if buildings is not None else []
self.setFlag(QGraphicsItem.ItemIgnoresTransformations, False)
self.ground_object_dialog: Optional[QGroundObjectMenu] = None
self.setToolTip(self.tooltip)
@property
def tooltip(self) -> str:
lines = [
f"[{self.ground_object.obj_name}]",
f"${self.production_per_turn} per turn",
]
if self.ground_object.groups:
units = {}
for g in self.ground_object.groups:
for u in g.units:
if u.type in units:
units[u.type] = units[u.type]+1
else:
units[u.type] = 1
for unit in units.keys():
lines.append(f"{unit} x {units[unit]}")
else:
for building in self.buildings:
if not building.is_dead:
lines.append(f"{building.dcs_identifier}")
return "\n".join(lines)
@property
def production_per_turn(self) -> int:
production = 0
for g in self.control_point.ground_objects:
if g.category in REWARDS.keys():
production += REWARDS[g.category]
return production
def paint(self, painter, option, widget=None) -> None:
player_icons = "_blue"
enemy_icons = ""
if DisplayOptions.ground_objects:
painter.save()
cat = self.ground_object.category
if cat == "aa" and self.ground_object.sea_object:
cat = "ship"
rect = QRect(option.rect.x() + 2, option.rect.y(),
option.rect.width() - 2, option.rect.height())
is_dead = self.ground_object.is_dead
for building in self.buildings:
if not building.is_dead:
is_dead = False
break
if not is_dead and not self.control_point.captured:
painter.drawPixmap(rect, const.ICONS[cat + enemy_icons])
elif not is_dead:
painter.drawPixmap(rect, const.ICONS[cat + player_icons])
else:
painter.drawPixmap(rect, const.ICONS["destroyed"])
self.draw_health_gauge(painter, option)
painter.restore()
def draw_health_gauge(self, painter, option) -> None:
units_alive = 0
units_dead = 0
if len(self.ground_object.groups) == 0:
for building in self.buildings:
if building.dcs_identifier in FORTIFICATION_BUILDINGS:
continue
if building.is_dead:
units_dead += 1
else:
units_alive += 1
for g in self.ground_object.groups:
units_alive += len(g.units)
if hasattr(g, "units_losts"):
units_dead += len(g.units_losts)
if units_dead + units_alive > 0:
ratio = float(units_alive)/(float(units_dead) + float(units_alive))
bar_height = ratio * option.rect.height()
painter.fillRect(option.rect.x(), option.rect.y(), 2,
option.rect.height(),
QBrush(const.COLORS["dark_red"]))
painter.fillRect(option.rect.x(), option.rect.y(), 2, bar_height,
QBrush(const.COLORS["green"]))
def on_click(self) -> None:
self.ground_object_dialog = QGroundObjectMenu(
self.window(),
self.ground_object,
self.buildings,
self.control_point,
self.game
)
self.ground_object_dialog.show()