mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
121 lines
4.6 KiB
Python
121 lines
4.6 KiB
Python
from PySide2.QtCore import Qt
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from PySide2.QtGui import QWindow
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from PySide2.QtWidgets import QHBoxLayout, QLabel, QWidget, QFrame, QDialog, QVBoxLayout, QGridLayout, QPushButton
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from dcs.unittype import UnitType
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from theater import ControlPoint, CAP, Embarking, AirDefence, CAS, PinpointStrike, db
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from game import Game
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class QBaseMenu(QDialog):
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def __init__(self, parent, controlPoint: ControlPoint, game: Game):
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super(QBaseMenu, self).__init__(parent)
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self.cp = controlPoint
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self.game = game
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self.deliveryEvent = self.game.units_delivery_event(self.cp)
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self.setWindowFlags(Qt.WindowStaysOnTopHint)
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self.initUi()
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def initUi(self):
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self.setWindowTitle(self.cp.name)
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self.topLayout = QHBoxLayout()
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self.topLayout.setProperty("style", "baseMenuHeader")
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self.topLayout.addWidget(QLabel("<b>" + self.cp.name + "</b>"))
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self.topLayout.addWidget(
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QLabel("{} / {} / {}".format(self.cp.base.total_planes, self.cp.base.total_armor, self.cp.base.total_aa)))
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units = {
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CAP: db.find_unittype(CAP, self.game.player_name),
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Embarking: db.find_unittype(Embarking, self.game.player_name),
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AirDefence: db.find_unittype(AirDefence, self.game.player_name),
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CAS: db.find_unittype(CAS, self.game.player_name),
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PinpointStrike: db.find_unittype(PinpointStrike, self.game.player_name),
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}
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self.mainLayout = QVBoxLayout()
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self.mainLayout.addLayout(self.topLayout)
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print(units)
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tasks = list(units.keys())
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tasks_per_column = 3
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purchaseLayout = QGridLayout()
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self.bought_amount_labels = {}
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if not self.cp.captured:
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column = 0
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for i, tasks_column in [(i, tasks[idx:idx+tasks_per_column]) for i, idx in enumerate(range(0, len(tasks), tasks_per_column))]:
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row = 2
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def purchase_row(unit_type, unit_price):
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layout = QHBoxLayout()
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existing_units = self.cp.base.total_units_of_type(unit_type)
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scheduled_units = self.deliveryEvent.units.get(unit_type, 0)
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unitName = QLabel(db.unit_type_name(unit_type))
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amountBought = QLabel("{} ({})".format(existing_units, scheduled_units))
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self.bought_amount_labels[unit_type] = amountBought
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price = QLabel("{}m".format(unit_price))
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buy = QPushButton("+")
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buy.clicked.connect(lambda: self.buy(unit_type))
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sell = QPushButton("-")
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sell.clicked.connect(lambda: self.sell(unit_type))
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layout.addWidget(unitName)
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layout.addWidget(amountBought)
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layout.addWidget(price)
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layout.addWidget(buy)
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layout.addWidget(sell)
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return layout
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for task_type in tasks_column:
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QLabel("<b>{}</b>".format(db.task_name(task_type)))
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row += 1
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units_column = list(set(units[task_type]))
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units_column.sort(key=lambda x: db.PRICES[x])
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for unit_type in units_column:
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layout = purchase_row(unit_type, db.PRICES[unit_type])
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self.mainLayout.addLayout(layout)
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column += 5
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self.setLayout(self.mainLayout)
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def _update_count_label(self, unit_type: UnitType):
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self.bought_amount_labels[unit_type].setText("({}{})".format(
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self.cp.base.total_units_of_type(unit_type),
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unit_type in self.deliveryEvent.units and ", bought {}".format(self.deliveryEvent.units[unit_type]) or ""
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))
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def buy(self, unit_type):
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price = db.PRICES[unit_type]
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if self.game.budget >= price:
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self.deliveryEvent.deliver({unit_type: 1})
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self.game.budget -= price
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self._update_count_label(unit_type)
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def sell(self, unit_type):
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if self.deliveryEvent.units.get(unit_type, 0) > 0:
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price = db.PRICES[unit_type]
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self.game.budget += price
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self.deliveryEvent.units[unit_type] = self.deliveryEvent.units[unit_type] - 1
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if self.deliveryEvent.units[unit_type] == 0:
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del self.deliveryEvent.units[unit_type]
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elif self.cp.base.total_units_of_type(unit_type) > 0:
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price = db.PRICES[unit_type]
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self.game.budget += price
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self.cp.base.commit_losses({unit_type: 1})
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self._update_count_label(unit_type) |