mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
129 lines
4.5 KiB
Python
129 lines
4.5 KiB
Python
from typing import Optional, 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.task import CAP, CAS
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from dcs.unittype import UnitType
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from game import db
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from game.event.event import UnitsDeliveryEvent
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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.deliveryEvent: Optional[UnitsDeliveryEvent] = None
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self.bought_amount_labels = {}
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self.existing_units_labels = {}
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for event in self.game_model.game.events:
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if event.__class__ == UnitsDeliveryEvent and event.from_cp == self.cp:
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self.deliveryEvent = event
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if not self.deliveryEvent:
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self.deliveryEvent = self.game_model.game.units_delivery_event(self.cp)
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# Determine maximum number of aircrafts that can be bought
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self.set_maximum_units(self.cp.available_aircraft_slots)
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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(self.total_units, self.cp.available_aircraft_slots)
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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[UnitType] = 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 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_type_name_2(u))
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for unit_type in sorted_units:
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row = 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 buy(self, unit_type):
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super().buy(unit_type)
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self.hangar_status.update_label(self.total_units, self.cp.available_aircraft_slots)
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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.deliveryEvent.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(self.total_units, self.cp.available_aircraft_slots)
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class QHangarStatus(QHBoxLayout):
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def __init__(self, current_amount: int, max_amount: int):
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super(QHangarStatus, self).__init__()
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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(current_amount, max_amount)
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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, current_amount: int, max_amount: int):
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self.text.setText("<strong>{}/{}</strong>".format(current_amount, max_amount))
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