dcs-retribution/qt_ui/windows/groundobject/QGroundObjectMenu.py
2021-06-09 19:06:02 -07:00

498 lines
17 KiB
Python

import logging
from typing import List, Optional
from PySide2 import QtCore
from PySide2.QtGui import Qt
from PySide2.QtWidgets import (
QComboBox,
QDialog,
QGridLayout,
QGroupBox,
QHBoxLayout,
QLabel,
QMessageBox,
QPushButton,
QSpinBox,
QVBoxLayout,
)
from dcs import Point
from dcs import vehicles
from game import Game, db
from game.data.building_data import FORTIFICATION_BUILDINGS
from game.db import PRICES, REWARDS, unit_type_of
from game.theater import ControlPoint, TheaterGroundObject
from game.theater.theatergroundobject import (
VehicleGroupGroundObject,
SamGroundObject,
EwrGroundObject,
BuildingGroundObject,
)
from gen.defenses.armor_group_generator import generate_armor_group_of_type_and_size
from gen.sam.ewr_group_generator import get_faction_possible_ewrs_generator
from gen.sam.sam_group_generator import get_faction_possible_sams_generator
from qt_ui.uiconstants import EVENT_ICONS
from qt_ui.widgets.QBudgetBox import QBudgetBox
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
from qt_ui.windows.groundobject.QBuildingInfo import QBuildingInfo
class QGroundObjectMenu(QDialog):
def __init__(
self,
parent,
ground_object: TheaterGroundObject,
buildings: Optional[List[TheaterGroundObject]],
cp: ControlPoint,
game: Game,
):
super().__init__(parent)
self.setMinimumWidth(350)
self.ground_object = ground_object
if buildings is None:
self.buildings = []
else:
self.buildings = buildings
self.cp = cp
self.game = game
self.setWindowTitle("Location " + self.ground_object.obj_name)
self.setWindowIcon(EVENT_ICONS["capture"])
self.intelBox = QGroupBox("Units :")
self.buildingBox = QGroupBox("Buildings :")
self.intelLayout = QGridLayout()
self.buildingsLayout = QGridLayout()
self.sell_all_button = None
self.total_value = 0
self.init_ui()
def init_ui(self):
self.mainLayout = QVBoxLayout()
self.budget = QBudgetBox(self.game)
self.budget.setGame(self.game)
self.doLayout()
if isinstance(self.ground_object, BuildingGroundObject):
self.mainLayout.addWidget(self.buildingBox)
if self.cp.captured:
self.mainLayout.addWidget(self.financesBox)
else:
self.mainLayout.addWidget(self.intelBox)
self.actionLayout = QHBoxLayout()
self.sell_all_button = QPushButton("Disband (+" + str(self.total_value) + "M)")
self.sell_all_button.clicked.connect(self.sell_all)
self.sell_all_button.setProperty("style", "btn-danger")
self.buy_replace = QPushButton("Buy/Replace")
self.buy_replace.clicked.connect(self.buy_group)
self.buy_replace.setProperty("style", "btn-success")
if self.ground_object.purchasable:
if self.total_value > 0:
self.actionLayout.addWidget(self.sell_all_button)
self.actionLayout.addWidget(self.buy_replace)
if self.cp.captured and self.ground_object.purchasable:
self.mainLayout.addLayout(self.actionLayout)
self.setLayout(self.mainLayout)
def doLayout(self):
self.update_total_value()
self.intelBox = QGroupBox("Units :")
self.intelLayout = QGridLayout()
i = 0
for g in self.ground_object.groups:
if not hasattr(g, "units_losts"):
g.units_losts = []
for u in g.units:
unit_display_name = u.type
unit_type = vehicles.vehicle_map.get(u.type)
if unit_type is not None:
unit_display_name = db.unit_get_expanded_info(
self.game.enemy_country, unit_type, "name"
)
self.intelLayout.addWidget(
QLabel(
"<b>Unit #"
+ str(u.id)
+ " - "
+ str(unit_display_name)
+ "</b>"
),
i,
0,
)
i = i + 1
for u in g.units_losts:
utype = unit_type_of(u)
if utype in PRICES:
price = PRICES[utype]
else:
price = 6
self.intelLayout.addWidget(
QLabel(
"<b>Unit #" + str(u.id) + " - " + str(u.type) + "</b> [DEAD]"
),
i,
0,
)
if self.cp.captured:
repair = QPushButton("Repair [" + str(price) + "M]")
repair.setProperty("style", "btn-success")
repair.clicked.connect(
lambda u=u, g=g, p=price: self.repair_unit(g, u, p)
)
self.intelLayout.addWidget(repair, i, 1)
i = i + 1
stretch = QVBoxLayout()
stretch.addStretch()
self.intelLayout.addLayout(stretch, i, 0)
self.buildingBox = QGroupBox("Buildings :")
self.buildingsLayout = QGridLayout()
j = 0
total_income = 0
received_income = 0
for i, building in enumerate(self.buildings):
if building.dcs_identifier not in FORTIFICATION_BUILDINGS:
self.buildingsLayout.addWidget(
QBuildingInfo(building, self.ground_object), j / 3, j % 3
)
j = j + 1
if building.category in REWARDS.keys():
total_income = total_income + REWARDS[building.category]
if not building.is_dead:
received_income = received_income + REWARDS[building.category]
else:
logging.warning(building.category + " not in REWARDS")
self.financesBox = QGroupBox("Finances: ")
self.financesBoxLayout = QGridLayout()
self.financesBoxLayout.addWidget(
QLabel("Available: " + str(total_income) + "M"), 2, 1
)
self.financesBoxLayout.addWidget(
QLabel("Receiving: " + str(received_income) + "M"), 2, 2
)
self.financesBox.setLayout(self.financesBoxLayout)
self.buildingBox.setLayout(self.buildingsLayout)
self.intelBox.setLayout(self.intelLayout)
def do_refresh_layout(self):
try:
for i in range(self.mainLayout.count()):
item = self.mainLayout.itemAt(i)
if item is not None and item.widget() is not None:
item.widget().setParent(None)
self.sell_all_button.setParent(None)
self.buy_replace.setParent(None)
self.actionLayout.setParent(None)
self.doLayout()
if isinstance(self.ground_object, BuildingGroundObject):
self.mainLayout.addWidget(self.buildingBox)
else:
self.mainLayout.addWidget(self.intelBox)
self.actionLayout = QHBoxLayout()
if self.total_value > 0:
self.actionLayout.addWidget(self.sell_all_button)
self.actionLayout.addWidget(self.buy_replace)
if self.cp.captured and self.ground_object.purchasable:
self.mainLayout.addLayout(self.actionLayout)
except Exception as e:
logging.exception(e)
self.update_total_value()
def update_total_value(self):
total_value = 0
for group in self.ground_object.groups:
for u in group.units:
utype = unit_type_of(u)
if utype in PRICES:
total_value = total_value + PRICES[utype]
else:
total_value = total_value + 1
if self.sell_all_button is not None:
self.sell_all_button.setText("Disband (+$" + str(self.total_value) + "M)")
self.total_value = total_value
def repair_unit(self, group, unit, price):
if self.game.budget > price:
self.game.budget -= price
group.units_losts = [u for u in group.units_losts if u.id != unit.id]
group.units.append(unit)
GameUpdateSignal.get_instance().updateGame(self.game)
# Remove destroyed units in the vicinity
destroyed_units = self.game.get_destroyed_units()
for d in destroyed_units:
p = Point(d["x"], d["z"])
if p.distance_to_point(unit.position) < 15:
destroyed_units.remove(d)
logging.info("Removed destroyed units " + str(d))
logging.info("Repaired unit : " + str(unit.id) + " " + str(unit.type))
self.do_refresh_layout()
def sell_all(self):
self.update_total_value()
self.game.budget = self.game.budget + self.total_value
self.ground_object.groups = []
self.do_refresh_layout()
GameUpdateSignal.get_instance().updateBudget(self.game)
def buy_group(self):
self.subwindow = QBuyGroupForGroundObjectDialog(
self, self.ground_object, self.cp, self.game, self.total_value
)
self.subwindow.changed.connect(self.do_refresh_layout)
self.subwindow.show()
class QBuyGroupForGroundObjectDialog(QDialog):
changed = QtCore.Signal()
def __init__(
self,
parent,
ground_object: TheaterGroundObject,
cp: ControlPoint,
game: Game,
current_group_value: int,
):
super(QBuyGroupForGroundObjectDialog, self).__init__(parent)
self.setMinimumWidth(350)
self.ground_object = ground_object
self.cp = cp
self.game = game
self.current_group_value = current_group_value
self.setWindowTitle("Buy units @ " + self.ground_object.obj_name)
self.setWindowIcon(EVENT_ICONS["capture"])
self.buySamButton = QPushButton("Buy")
self.buyArmorButton = QPushButton("Buy")
self.buySamLayout = QGridLayout()
self.buyArmorLayout = QGridLayout()
self.amount = QSpinBox()
self.buyArmorCombo = QComboBox()
self.samCombo = QComboBox()
self.buySamBox = QGroupBox("Buy SAM site :")
self.buyArmorBox = QGroupBox("Buy defensive position :")
faction = self.game.player_faction
# Sams
possible_sams = get_faction_possible_sams_generator(faction)
for sam in possible_sams:
self.samCombo.addItem(
sam.name + " [$" + str(sam.price) + "M]", userData=sam
)
self.samCombo.currentIndexChanged.connect(self.samComboChanged)
self.buySamLayout.addWidget(QLabel("Site Type :"), 0, 0, Qt.AlignLeft)
self.buySamLayout.addWidget(self.samCombo, 0, 1, alignment=Qt.AlignRight)
self.buySamLayout.addWidget(self.buySamButton, 1, 1, alignment=Qt.AlignRight)
stretch = QVBoxLayout()
stretch.addStretch()
self.buySamLayout.addLayout(stretch, 2, 0)
self.buySamButton.clicked.connect(self.buySam)
# EWRs
buy_ewr_box = QGroupBox("Buy EWR:")
buy_ewr_layout = QGridLayout()
buy_ewr_box.setLayout(buy_ewr_layout)
buy_ewr_layout.addWidget(QLabel("Radar type:"), 0, 0, Qt.AlignLeft)
self.ewr_selector = QComboBox()
buy_ewr_layout.addWidget(self.ewr_selector, 0, 1, alignment=Qt.AlignRight)
ewr_types = get_faction_possible_ewrs_generator(faction)
for ewr_type in ewr_types:
self.ewr_selector.addItem(
f"{ewr_type.name()} [${ewr_type.price()}M]", ewr_type
)
self.ewr_selector.currentIndexChanged.connect(self.on_ewr_selection_changed)
self.buy_ewr_button = QPushButton("Buy")
self.buy_ewr_button.clicked.connect(self.buy_ewr)
buy_ewr_layout.addWidget(self.buy_ewr_button, 1, 1, alignment=Qt.AlignRight)
stretch = QVBoxLayout()
stretch.addStretch()
buy_ewr_layout.addLayout(stretch, 2, 0)
# Armored units
for unit in set(faction.ground_units):
self.buyArmorCombo.addItem(
db.unit_type_name_2(unit) + " [$" + str(db.PRICES[unit]) + "M]",
userData=unit,
)
self.buyArmorCombo.currentIndexChanged.connect(self.armorComboChanged)
self.amount.setMinimum(2)
self.amount.setMaximum(8)
self.amount.setValue(2)
self.amount.valueChanged.connect(self.amountComboChanged)
self.buyArmorLayout.addWidget(QLabel("Unit type :"), 0, 0, Qt.AlignLeft)
self.buyArmorLayout.addWidget(self.buyArmorCombo, 0, 1, alignment=Qt.AlignRight)
self.buyArmorLayout.addWidget(
QLabel("Group size :"), 1, 0, alignment=Qt.AlignLeft
)
self.buyArmorLayout.addWidget(self.amount, 1, 1, alignment=Qt.AlignRight)
self.buyArmorLayout.addWidget(
self.buyArmorButton, 2, 1, alignment=Qt.AlignRight
)
stretch2 = QVBoxLayout()
stretch2.addStretch()
self.buyArmorLayout.addLayout(stretch2, 3, 0)
self.buyArmorButton.clicked.connect(self.buyArmor)
# Do layout
self.buySamBox.setLayout(self.buySamLayout)
self.buyArmorBox.setLayout(self.buyArmorLayout)
self.mainLayout = QHBoxLayout()
if isinstance(self.ground_object, SamGroundObject):
self.mainLayout.addWidget(self.buySamBox)
elif isinstance(self.ground_object, VehicleGroupGroundObject):
self.mainLayout.addWidget(self.buyArmorBox)
elif isinstance(self.ground_object, EwrGroundObject):
self.mainLayout.addWidget(buy_ewr_box)
self.setLayout(self.mainLayout)
try:
self.samComboChanged(0)
self.armorComboChanged(0)
self.on_ewr_selection_changed(0)
except:
pass
def samComboChanged(self, index):
self.buySamButton.setText(
"Buy [$"
+ str(self.samCombo.itemData(index).price)
+ "M] [-$"
+ str(self.current_group_value)
+ "M]"
)
def on_ewr_selection_changed(self, index):
ewr = self.ewr_selector.itemData(index)
self.buy_ewr_button.setText(
f"Buy [${ewr.price()}M][-${self.current_group_value}M]"
)
def armorComboChanged(self, index):
self.buyArmorButton.setText(
"Buy [$"
+ str(db.PRICES[self.buyArmorCombo.itemData(index)] * self.amount.value())
+ "M][-$"
+ str(self.current_group_value)
+ "M]"
)
def amountComboChanged(self):
self.buyArmorButton.setText(
"Buy [$"
+ str(
db.PRICES[
self.buyArmorCombo.itemData(self.buyArmorCombo.currentIndex())
]
* self.amount.value()
)
+ "M][-$"
+ str(self.current_group_value)
+ "M]"
)
def buyArmor(self):
logging.info("Buying Armor ")
utype = self.buyArmorCombo.itemData(self.buyArmorCombo.currentIndex())
logging.info(utype)
price = db.PRICES[utype] * self.amount.value() - self.current_group_value
if price > self.game.budget:
self.error_money()
self.close()
return
else:
self.game.budget -= price
# Generate Armor
group = generate_armor_group_of_type_and_size(
self.game, self.ground_object, utype, int(self.amount.value())
)
self.ground_object.groups = [group]
GameUpdateSignal.get_instance().updateBudget(self.game)
self.changed.emit()
self.close()
def buySam(self):
sam_generator = self.samCombo.itemData(self.samCombo.currentIndex())
price = sam_generator.price - self.current_group_value
if price > self.game.budget:
self.error_money()
return
else:
self.game.budget -= price
# Generate SAM
generator = sam_generator(self.game, self.ground_object)
generator.generate()
self.ground_object.groups = list(generator.groups)
GameUpdateSignal.get_instance().updateBudget(self.game)
self.changed.emit()
self.close()
def buy_ewr(self):
ewr_generator = self.ewr_selector.itemData(self.ewr_selector.currentIndex())
price = ewr_generator.price() - self.current_group_value
if price > self.game.budget:
self.error_money()
return
else:
self.game.budget -= price
generator = ewr_generator(self.game, self.ground_object)
generator.generate()
self.ground_object.groups = [generator.vg]
GameUpdateSignal.get_instance().updateBudget(self.game)
self.changed.emit()
self.close()
def error_money(self):
msg = QMessageBox()
msg.setIcon(QMessageBox.Information)
msg.setText("Not enough money to buy these units !")
msg.setWindowTitle("Not enough money")
msg.setStandardButtons(QMessageBox.Ok)
msg.setWindowFlags(Qt.WindowStaysOnTopHint)
msg.exec_()
self.close()