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https://github.com/dcs-retribution/dcs-retribution.git
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DCS features a massive range of aircraft and land vehicles, and not all of them make their role(s) clear just from the name alone. What this commit does is add an "information" button (and resultant window) to the recruitment section. This should allow new players to understand what each unit is/does. Current state - every aircraft has a country of origin and an introduction date for that variant. Some also have a small placeholder description, taken from ED's store page for that aircraft. There is also a placeholder picture (taken from a rejected image from my own personal photography) that will, in time, show a banner image of each unit. Todo - add appropriate screenshots for each aircraft's banner, replace the placeholder text for each aircraft (this will take a while...) and add more data points for each unit type, such as a unit role (i.e. "air-superiority fighter", "multirole fighter", etc) or perhaps a list of weapons carried. I also haven't made a start on the huge number of ground units yet.
162 lines
5.8 KiB
Python
162 lines
5.8 KiB
Python
import logging
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from typing import Optional, Set, Type
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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.task import CAP, CAS
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from dcs.unittype import FlyingType, UnitType
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from game import db
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from game.theater import ControlPoint
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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.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.set_recruitable_types([CAP, CAS])
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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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self.init_ui()
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def init_ui(self):
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main_layout = QVBoxLayout()
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tasks = [CAP, CAS]
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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[Type[FlyingType]] = set()
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for task in tasks:
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units = db.find_unittype(task, self.game_model.game.player_name)
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if not units:
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continue
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for unit in units:
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if not issubclass(unit, FlyingType):
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continue
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if self.cp.is_carrier and unit not in db.CARRIER_CAPABLE:
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continue
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if self.cp.is_lha and unit not in db.LHA_CAPABLE:
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continue
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unit_types.add(unit)
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sorted_units = sorted(unit_types, key=lambda u: db.unit_get_expanded_info(self.game_model.game.player_country, u, 'name'))
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for unit_type in sorted_units:
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row = self.add_purchase_row(
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unit_type, task_box_layout, row,
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disabled=not self.cp.can_operate(unit_type))
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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 buy(self, unit_type):
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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, "No space for additional aircraft",
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f"There is no parking space left at {self.cp.name} to accommodate another plane.", QMessageBox.Ok)
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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: UnitType):
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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, "Could not sell aircraft",
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f"Attempted to sell one {unit_type.id} at {self.cp.name} "
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"but none are available. Are all aircraft currently "
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"assigned to a mission?", QMessageBox.Ok)
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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,
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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.expected_aircraft_next_turn(
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self.game_model.game)
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max_amount = self.control_point.total_aircraft_parking
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components = [f"{next_turn.present} present"]
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if next_turn.ordered > 0:
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components.append(f"{next_turn.ordered} purchased")
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elif next_turn.ordered < 0:
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components.append(f"{-next_turn.ordered} sold")
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transferring = next_turn.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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