mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
115 lines
3.8 KiB
Python
115 lines
3.8 KiB
Python
from typing import Set
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from PySide2.QtCore import Qt
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from PySide2.QtWidgets import (
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QGridLayout,
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QHBoxLayout,
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QLabel,
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QScrollArea,
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QVBoxLayout,
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QWidget,
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)
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from game.dcs.aircrafttype import AircraftType
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from game.squadrons import Squadron
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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.UnitTransactionFrame import UnitTransactionFrame
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from game.purchaseadapter import AircraftPurchaseAdapter
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class QAircraftRecruitmentMenu(UnitTransactionFrame[Squadron]):
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def __init__(self, cp: ControlPoint, game_model: GameModel) -> None:
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super().__init__(game_model, AircraftPurchaseAdapter(cp))
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self.cp = cp
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self.game_model = game_model
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self.purchase_groups = {}
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self.bought_amount_labels = {}
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self.existing_units_labels = {}
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self.bought_amount_labels = {}
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self.existing_units_labels = {}
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self.hangar_status = QHangarStatus(game_model, self.cp)
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main_layout = QVBoxLayout()
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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[AircraftType] = set()
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for squadron in cp.squadrons:
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unit_types.add(squadron.aircraft)
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sorted_squadrons = sorted(cp.squadrons, key=lambda s: (s.aircraft.name, s.name))
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for row, squadron in enumerate(sorted_squadrons):
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self.add_purchase_row(squadron, 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 sell_tooltip(self, is_enabled: bool) -> str:
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if is_enabled:
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return "Sell unit. Use Shift or Ctrl key to sell multiple units at once."
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else:
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return (
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"Can not be sold because either no aircraft are available or are "
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"already assigned to a mission."
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)
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def post_transaction_update(self) -> None:
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super().post_transaction_update()
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self.hangar_status.update_label()
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class QHangarStatus(QHBoxLayout):
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def __init__(self, game_model: GameModel, control_point: ControlPoint) -> None:
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super().__init__()
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self.game_model = game_model
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self.control_point = control_point
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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()
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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) -> None:
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next_turn = self.control_point.allocated_aircraft()
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max_amount = self.control_point.total_aircraft_parking
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components = [f"{next_turn.total_present} present"]
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if next_turn.total_ordered > 0:
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components.append(f"{next_turn.total_ordered} purchased")
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elif next_turn.total_ordered < 0:
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components.append(f"{-next_turn.total_ordered} sold")
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transferring = next_turn.total_transferring
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if transferring > 0:
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components.append(f"{transferring} transferring in")
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if transferring < 0:
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components.append(f"{-transferring} transferring out")
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details = ", ".join(components)
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self.text.setText(
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f"<strong>{next_turn.total}/{max_amount}</strong> ({details})"
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)
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