mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
The UI needs to be able to identify these to the server and vice versa, so they'll need IDs that don't change. Rather than constructing an ID based on the control points names, make them an owned part of the control point. The constructed ID would be fine, but a UUID will make them more suitable for the database, and this was always fairly gross anyway. Some follow up work if anyone is interested: a bunch of the data that's computed in the various properties can now probably be computed *once* and persisted to the FrontLine type.
270 lines
10 KiB
Python
270 lines
10 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
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from game.ato.flighttype import FlightType
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from game.config import RUNWAY_REPAIR_COST
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from game.server import EventStream
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from game.sim import GameUpdateEvents
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from game.theater import (
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AMMO_DEPOT_FRONTLINE_UNIT_CONTRIBUTION,
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ControlPoint,
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ControlPointType,
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FREE_FRONTLINE_UNIT_SUPPLY,
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)
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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.NewUnitTransferDialog import NewUnitTransferDialog
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from qt_ui.windows.basemenu.QBaseMenuTabs import QBaseMenuTabs
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from qt_ui.windows.basemenu.UnitTransactionFrame import UnitTransactionFrame
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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(1024)
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self.setMaximumWidth(1024)
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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.intel_summary.setToolTip(self.generate_intel_tooltip())
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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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transfer_button.setProperty("style", "btn-success")
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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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if self.cheat_capturable:
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capture_button = QPushButton("CHEAT: Capture")
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capture_button.setProperty("style", "btn-danger")
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bottom_row.addWidget(capture_button)
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capture_button.clicked.connect(self.cheat_capture)
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self.budget_display = QLabel(
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UnitTransactionFrame.BUDGET_FORMAT.format(self.game_model.game.blue.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 cheat_capturable(self) -> bool:
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return self.game_model.game.settings.enable_base_capture_cheat
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def cheat_capture(self) -> None:
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self.cp.capture(self.game_model.game, for_player=not self.cp.captured)
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# Reinitialized ground planners and the like. The ATO needs to be reset because
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# missions planned against the flipped base are no longer valid.
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events = GameUpdateEvents()
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self.game_model.game.initialize_turn(events)
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EventStream.put_nowait(events)
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GameUpdateSignal.get_instance().updateGame(self.game_model.game)
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@property
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def has_transfer_destinations(self) -> bool:
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return self.game_model.game.transit_network_for(
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self.cp.captured
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).has_destinations(self.cp)
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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.blue.budget >= 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 ${RUNWAY_REPAIR_COST}M but you have "
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f"only ${self.game_model.game.blue.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.blue.budget -= 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 ${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 ${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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aircraft = self.cp.allocated_aircraft().total_present
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parking = self.cp.total_aircraft_parking
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ground_unit_limit = self.cp.frontline_unit_count_limit
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deployable_unit_info = ""
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allocated = self.cp.allocated_ground_units(
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self.game_model.game.coalition_for(self.cp.captured).transfers
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)
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unit_overage = max(
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allocated.total_present - self.cp.frontline_unit_count_limit, 0
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)
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if self.cp.has_active_frontline:
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deployable_unit_info = (
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f" (Up to {ground_unit_limit} deployable, {unit_overage} reserve)"
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)
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self.intel_summary.setText(
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"\n".join(
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[
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f"{aircraft}/{parking} aircraft",
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f"{self.cp.base.total_armor} ground units" + deployable_unit_info,
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f"{allocated.total_transferring} more ground units en route, {allocated.total_ordered} ordered",
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str(self.cp.runway_status),
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f"{self.cp.active_ammo_depots_count}/{self.cp.total_ammo_depots_count} ammo depots",
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f"{'Factory can produce units' if self.cp.has_factory else 'Does not have a factory'}",
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]
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)
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)
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def generate_intel_tooltip(self) -> str:
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tooltip = (
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f"Deployable unit limit ({self.cp.frontline_unit_count_limit}) = {FREE_FRONTLINE_UNIT_SUPPLY} (base) + "
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f" {AMMO_DEPOT_FRONTLINE_UNIT_CONTRIBUTION} (per connected ammo depot) * {self.cp.total_ammo_depots_count} "
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f"(depots)"
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)
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if self.cp.has_active_frontline:
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unit_overage = max(
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self.cp.base.total_armor - self.cp.frontline_unit_count_limit, 0
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)
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tooltip += (
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f"\n{unit_overage} units will be held in reserve and will not be deployed to "
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f"connected frontlines for this turn"
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)
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return tooltip
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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 and self.cp.has_helipads:
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return "./resources/ui/heliport.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(
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UnitTransactionFrame.BUDGET_FORMAT.format(game.blue.budget)
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)
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