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https://github.com/dcs-retribution/dcs-retribution.git
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Downside to the current implementation is that whether or not transports that were purchased last turn will be available for airlift this turn is arbitrary. This is because transfers are created at the same time as units are delivered, and units are delivered in an arbitrary order per CP. If the helicopters are delivered before the ground units they'll have access to the transports, otherwise they'll be refunded. This will be fixed later when I rework the transfer requests to not require immediate fulfillment. https://github.com/Khopa/dcs_liberation/issues/825
201 lines
7.0 KiB
Python
201 lines
7.0 KiB
Python
from PySide2.QtCore import Qt
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from PySide2.QtGui import QCloseEvent, QPixmap
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from PySide2.QtWidgets import (
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QDialog,
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QHBoxLayout,
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QLabel,
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QMessageBox,
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QPushButton,
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QVBoxLayout,
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QWidget,
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)
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from game import Game, db
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from game.theater import ControlPoint, ControlPointType, SupplyRoute
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from gen.flights.flight import FlightType
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from qt_ui.dialogs import Dialog
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from qt_ui.models import GameModel
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from qt_ui.uiconstants import EVENT_ICONS
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from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
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from qt_ui.windows.basemenu.QBaseMenuTabs import QBaseMenuTabs
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from qt_ui.windows.basemenu.QRecruitBehaviour import QRecruitBehaviour
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from qt_ui.windows.basemenu.NewUnitTransferDialog import NewUnitTransferDialog
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class QBaseMenu2(QDialog):
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def __init__(self, parent, cp: ControlPoint, game_model: GameModel):
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super(QBaseMenu2, self).__init__(parent)
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# Attrs
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self.cp = cp
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self.game_model = game_model
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self.objectName = "menuDialogue"
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try:
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game = self.game_model.game
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self.airport = game.theater.terrain.airport_by_id(self.cp.id)
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except:
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self.airport = None
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if self.cp.captured:
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self.deliveryEvent = None
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self.setWindowIcon(EVENT_ICONS["capture"])
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self.setWindowFlags(Qt.WindowStaysOnTopHint)
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self.setMinimumSize(300, 200)
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self.setMinimumWidth(800)
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self.setMaximumWidth(800)
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self.setModal(True)
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self.setWindowTitle(self.cp.name)
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base_menu_header = QWidget()
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top_layout = QHBoxLayout()
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header = QLabel(self)
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header.setGeometry(0, 0, 655, 106)
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pixmap = QPixmap(self.get_base_image())
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header.setPixmap(pixmap)
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title = QLabel("<b>" + self.cp.name + "</b>")
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title.setAlignment(Qt.AlignLeft | Qt.AlignTop)
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title.setProperty("style", "base-title")
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self.intel_summary = QLabel()
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self.update_intel_summary()
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top_layout.addWidget(title)
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top_layout.addWidget(self.intel_summary)
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top_layout.setAlignment(Qt.AlignTop)
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self.repair_button = QPushButton()
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self.repair_button.clicked.connect(self.begin_runway_repair)
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self.update_repair_button()
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top_layout.addWidget(self.repair_button)
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base_menu_header.setProperty("style", "baseMenuHeader")
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base_menu_header.setLayout(top_layout)
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main_layout = QVBoxLayout()
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main_layout.addWidget(header)
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main_layout.addWidget(base_menu_header)
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main_layout.addWidget(QBaseMenuTabs(cp, self.game_model))
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bottom_row = QHBoxLayout()
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main_layout.addLayout(bottom_row)
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if FlightType.OCA_RUNWAY in self.cp.mission_types(for_player=True):
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runway_attack_button = QPushButton("Attack airfield")
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bottom_row.addWidget(runway_attack_button)
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runway_attack_button.setProperty("style", "btn-danger")
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runway_attack_button.clicked.connect(self.new_package)
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if self.cp.captured and self.has_transfer_destinations:
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transfer_button = QPushButton("Transfer Units")
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bottom_row.addWidget(transfer_button)
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transfer_button.clicked.connect(self.open_transfer_dialog)
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self.budget_display = QLabel(
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QRecruitBehaviour.BUDGET_FORMAT.format(self.game_model.game.budget)
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)
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self.budget_display.setAlignment(Qt.AlignRight | Qt.AlignBottom)
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self.budget_display.setProperty("style", "budget-label")
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bottom_row.addWidget(self.budget_display)
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GameUpdateSignal.get_instance().budgetupdated.connect(self.update_budget)
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self.setLayout(main_layout)
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@property
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def has_transfer_destinations(self) -> bool:
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return (
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self.cp.runway_is_operational()
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or len(SupplyRoute.for_control_point(self.cp)) > 1
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)
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@property
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def can_repair_runway(self) -> bool:
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return self.cp.captured and self.cp.runway_can_be_repaired
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@property
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def can_afford_runway_repair(self) -> bool:
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return self.game_model.game.budget >= db.RUNWAY_REPAIR_COST
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def begin_runway_repair(self) -> None:
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if not self.can_afford_runway_repair:
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QMessageBox.critical(
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self,
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"Cannot repair runway",
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f"Runway repair costs ${db.RUNWAY_REPAIR_COST}M but you have "
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f"only ${self.game_model.game.budget}M available.",
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QMessageBox.Ok,
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)
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return
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if not self.can_repair_runway:
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QMessageBox.critical(
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self,
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"Cannot repair runway",
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f"Cannot repair this runway.",
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QMessageBox.Ok,
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)
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return
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self.cp.begin_runway_repair()
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self.game_model.game.budget -= db.RUNWAY_REPAIR_COST
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self.update_repair_button()
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self.update_intel_summary()
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GameUpdateSignal.get_instance().updateGame(self.game_model.game)
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def update_repair_button(self) -> None:
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self.repair_button.setVisible(True)
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turns_remaining = self.cp.runway_status.repair_turns_remaining
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if self.cp.captured and turns_remaining is not None:
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self.repair_button.setText("Repairing...")
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self.repair_button.setDisabled(True)
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return
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if self.can_repair_runway:
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if self.can_afford_runway_repair:
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self.repair_button.setText(f"Repair ${db.RUNWAY_REPAIR_COST}M")
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self.repair_button.setDisabled(False)
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return
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else:
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self.repair_button.setText(
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f"Cannot afford repair ${db.RUNWAY_REPAIR_COST}M"
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)
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self.repair_button.setDisabled(True)
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return
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self.repair_button.setVisible(False)
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self.repair_button.setDisabled(True)
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def update_intel_summary(self) -> None:
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self.intel_summary.setText(
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"\n".join(
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[
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f"{self.cp.base.total_aircraft} aircraft",
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f"{self.cp.base.total_armor} ground units",
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str(self.cp.runway_status),
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]
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)
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)
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def closeEvent(self, close_event: QCloseEvent):
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GameUpdateSignal.get_instance().updateGame(self.game_model.game)
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def get_base_image(self):
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if self.cp.cptype == ControlPointType.AIRCRAFT_CARRIER_GROUP:
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return "./resources/ui/carrier.png"
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elif self.cp.cptype == ControlPointType.LHA_GROUP:
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return "./resources/ui/lha.png"
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elif self.cp.cptype == ControlPointType.FOB:
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return "./resources/ui/fob.png"
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else:
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return "./resources/ui/airbase.png"
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def new_package(self) -> None:
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Dialog.open_new_package_dialog(self.cp, parent=self.window())
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def open_transfer_dialog(self) -> None:
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NewUnitTransferDialog(self.game_model, self.cp, parent=self.window()).show()
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def update_budget(self, game: Game) -> None:
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self.budget_display.setText(QRecruitBehaviour.BUDGET_FORMAT.format(game.budget))
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