mirror of
https://github.com/dcs-liberation/dcs_liberation.git
synced 2025-11-10 14:22:26 +00:00
Rename UnitType.name what it is: the variant ID.
This property affects safe compat because the ID is what gets preserved in the save, but it's unfortunately also used as the display name, which means changing the display name breaks save compat. It also prevents us from changing display names without breaking faction definitions. This is the first step in fixing that. The next is adding a separate display_name property that can be updated without breaking either of those.
This commit is contained in:
parent
09f1af37fd
commit
0be6952a93
@ -10,19 +10,18 @@ import yaml
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from dcs.unittype import ShipType, StaticType, UnitType as DcsUnitType, VehicleType
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from game.data.groups import GroupTask
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from game.data.radar_db import UNITS_WITH_RADAR
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from game.dcs.groundunittype import GroundUnitType
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from game.dcs.helpers import static_type_from_name
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from game.dcs.shipunittype import ShipUnitType
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from game.dcs.unittype import UnitType
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from game.layout import LAYOUTS
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from game.layout.layout import TgoLayout, TgoLayoutUnitGroup
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from game.point_with_heading import PointWithHeading
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from game.theater.theatergroundobject import (
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IadsGroundObject,
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IadsBuildingGroundObject,
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NavalGroundObject,
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)
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from game.layout import LAYOUTS
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from game.layout.layout import TgoLayout, TgoLayoutUnitGroup
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from game.point_with_heading import PointWithHeading
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from game.theater.theatergroup import IadsGroundGroup, IadsRole, TheaterGroup
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from game.utils import escape_string_for_lua
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@ -288,7 +287,7 @@ class ForceGroup:
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unit.id = game.next_unit_id()
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# Add unit name escaped so that we do not have scripting issues later
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unit.name = escape_string_for_lua(
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unit.unit_type.name if unit.unit_type else unit.type.name
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unit.unit_type.variant_id if unit.unit_type else unit.type.name
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)
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unit.position = PointWithHeading.from_point(
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ground_object.position + unit.position,
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@ -138,7 +138,9 @@ class Loadout:
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}
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except KeyError:
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logging.exception(
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"Ignoring %s loadout with invalid weapons: %s", aircraft.name, name
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"Ignoring %s loadout with invalid weapons: %s",
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aircraft.variant_id,
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name,
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)
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continue
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@ -36,6 +36,7 @@ from game.radio.channels import (
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ViperChannelNamer,
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WarthogChannelNamer,
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)
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from game.savecompat import has_save_compat_for
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from game.utils import (
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Distance,
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ImperialUnits,
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@ -217,7 +218,7 @@ class AircraftType(UnitType[Type[FlyingType]]):
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@classmethod
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def register(cls, unit_type: AircraftType) -> None:
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cls._by_name[unit_type.name] = unit_type
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cls._by_name[unit_type.variant_id] = unit_type
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cls._by_unit_type[unit_type.dcs_unit_type].append(unit_type)
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@property
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@ -291,7 +292,7 @@ class AircraftType(UnitType[Type[FlyingType]]):
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else:
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# Slow like warbirds or helicopters
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# Use whichever is slowest - mach 0.35 or 70% of max speed
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logging.debug(f"{self.name} max_speed * 0.7 is {max_speed * 0.7}")
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logging.debug(f"{self.variant_id} max_speed * 0.7 is {max_speed * 0.7}")
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return min(Speed.from_mach(0.35, altitude), max_speed * 0.7)
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def alloc_flight_radio(self, radio_registry: RadioRegistry) -> RadioFrequency:
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@ -346,9 +347,14 @@ class AircraftType(UnitType[Type[FlyingType]]):
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def task_priority(self, task: FlightType) -> int:
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return self.task_priorities[task]
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@has_save_compat_for(9)
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def __setstate__(self, state: dict[str, Any]) -> None:
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# Save compat: the `name` field has been renamed `variant_id`.
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if "name" in state:
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state["variant_id"] = state.pop("name")
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# Update any existing models with new data on load.
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updated = AircraftType.named(state["name"])
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updated = AircraftType.named(state["variant_id"])
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state.update(updated.__dict__)
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self.__dict__.update(state)
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@ -471,7 +477,7 @@ class AircraftType(UnitType[Type[FlyingType]]):
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for variant in data.get("variants", [aircraft.id]):
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yield AircraftType(
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dcs_unit_type=aircraft,
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name=variant,
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variant_id=variant,
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description=data.get(
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"description",
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f"No data. <a href=\"https://google.com/search?q=DCS+{variant.replace(' ', '+')}\"><span style=\"color:#FFFFFF\">Google {variant}</span></a>",
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@ -508,4 +514,4 @@ class AircraftType(UnitType[Type[FlyingType]]):
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)
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def __hash__(self) -> int:
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return hash(self.name)
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return hash(self.variant_id)
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@ -12,6 +12,7 @@ from dcs.vehicles import vehicle_map
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from game.data.units import UnitClass
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from game.dcs.unittype import UnitType
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from game.savecompat import has_save_compat_for
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@dataclass
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@ -65,9 +66,20 @@ class GroundUnitType(UnitType[Type[VehicleType]]):
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dict[type[VehicleType], list[GroundUnitType]]
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] = defaultdict(list)
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@has_save_compat_for(9)
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def __setstate__(self, state: dict[str, Any]) -> None:
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# Save compat: the `name` field has been renamed `variant_id`.
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if "name" in state:
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state["variant_id"] = state.pop("name")
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# Update any existing models with new data on load.
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updated = GroundUnitType.named(state["variant_id"])
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state.update(updated.__dict__)
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self.__dict__.update(state)
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@classmethod
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def register(cls, unit_type: GroundUnitType) -> None:
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cls._by_name[unit_type.name] = unit_type
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cls._by_name[unit_type.variant_id] = unit_type
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cls._by_unit_type[unit_type.dcs_unit_type].append(unit_type)
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@classmethod
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@ -115,7 +127,7 @@ class GroundUnitType(UnitType[Type[VehicleType]]):
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dcs_unit_type=vehicle,
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unit_class=unit_class,
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spawn_weight=data.get("spawn_weight", 0),
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name=variant,
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variant_id=variant,
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description=data.get(
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"description",
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f"No data. <a href=\"https://google.com/search?q=DCS+{variant.replace(' ', '+')}\"><span style=\"color:#FFFFFF\">Google {variant}</span></a>",
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@ -4,7 +4,7 @@ import logging
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from collections import defaultdict
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from dataclasses import dataclass
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from pathlib import Path
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from typing import ClassVar, Iterator, Type
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from typing import ClassVar, Iterator, Type, Any
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import yaml
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from dcs.ships import ship_map
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@ -12,6 +12,7 @@ from dcs.unittype import ShipType
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from game.data.units import UnitClass
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from game.dcs.unittype import UnitType
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from game.savecompat import has_save_compat_for
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@dataclass(frozen=True)
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@ -21,9 +22,20 @@ class ShipUnitType(UnitType[Type[ShipType]]):
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list
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)
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@has_save_compat_for(9)
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def __setstate__(self, state: dict[str, Any]) -> None:
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# Save compat: the `name` field has been renamed `variant_id`.
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if "name" in state:
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state["variant_id"] = state.pop("name")
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# Update any existing models with new data on load.
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updated = ShipUnitType.named(state["variant_id"])
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state.update(updated.__dict__)
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self.__dict__.update(state)
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@classmethod
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def register(cls, unit_type: ShipUnitType) -> None:
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cls._by_name[unit_type.name] = unit_type
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cls._by_name[unit_type.variant_id] = unit_type
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cls._by_unit_type[unit_type.dcs_unit_type].append(unit_type)
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@classmethod
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@ -66,7 +78,7 @@ class ShipUnitType(UnitType[Type[ShipType]]):
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yield ShipUnitType(
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dcs_unit_type=ship,
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unit_class=unit_class,
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name=variant,
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variant_id=variant,
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description=data.get(
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"description",
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f"No data. <a href=\"https://google.com/search?q=DCS+{variant.replace(' ', '+')}\"><span style=\"color:#FFFFFF\">Google {variant}</span></a>",
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@ -15,7 +15,7 @@ DcsUnitTypeT = TypeVar("DcsUnitTypeT", bound=Type[DcsUnitType])
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@dataclass(frozen=True)
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class UnitType(ABC, Generic[DcsUnitTypeT]):
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dcs_unit_type: DcsUnitTypeT
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name: str
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variant_id: str
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description: str
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year_introduced: str
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country_of_origin: str
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@ -27,7 +27,7 @@ class UnitType(ABC, Generic[DcsUnitTypeT]):
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_loaded: ClassVar[bool] = False
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def __str__(self) -> str:
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return self.name
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return self.variant_id
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@property
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def dcs_id(self) -> str:
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@ -159,7 +159,7 @@ class Faction:
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def air_defenses(self) -> list[str]:
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"""Returns the Air Defense types"""
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# This is used for the faction overview in NewGameWizard
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air_defenses = [a.name for a in self.air_defense_units]
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air_defenses = [a.variant_id for a in self.air_defense_units]
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air_defenses.extend(
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[
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pg.name
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@ -164,7 +164,7 @@ class FlightGroupConfigurator:
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TankerInfo(
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group_name=str(self.group.name),
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callsign=callsign,
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variant=self.flight.unit_type.name,
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variant=self.flight.unit_type.variant_id,
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freq=channel,
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tacan=tacan,
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start_time=self.flight.flight_plan.mission_begin_on_station_time,
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@ -152,7 +152,7 @@ class AirSupportGenerator:
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TankerInfo(
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group_name=str(tanker_group.name),
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callsign=callsign,
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variant=tanker_unit_type.name,
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variant=tanker_unit_type.variant_id,
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freq=freq,
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tacan=tacan,
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start_time=None,
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@ -484,13 +484,13 @@ class NameGenerator:
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else:
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name_str = "{} {}".format(flight.package.target.name, flight.flight_type)
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return "{}|{}|{}|{}|".format(
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name_str, country.id, cls.aircraft_number, flight.unit_type.name
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name_str, country.id, cls.aircraft_number, flight.unit_type.variant_id
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)
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@classmethod
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def next_unit_name(cls, country: Country, unit_type: UnitType[Any]) -> str:
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cls.number += 1
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return "unit|{}|{}|{}|".format(country.id, cls.number, unit_type.name)
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return "unit|{}|{}|{}|".format(country.id, cls.number, unit_type.variant_id)
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@classmethod
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def next_infantry_name(cls, country: Country, unit_type: UnitType[Any]) -> str:
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@ -498,7 +498,7 @@ class NameGenerator:
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return "infantry|{}|{}|{}|".format(
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country.id,
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cls.infantry_number,
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unit_type.name,
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unit_type.variant_id,
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)
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@classmethod
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@ -509,7 +509,7 @@ class NameGenerator:
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@classmethod
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def next_tanker_name(cls, country: Country, unit_type: AircraftType) -> str:
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cls.number += 1
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return "tanker|{}|{}|0|{}".format(country.id, cls.number, unit_type.name)
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return "tanker|{}|{}|0|{}".format(country.id, cls.number, unit_type.variant_id)
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@classmethod
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def next_carrier_name(cls, country: Country) -> str:
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@ -140,7 +140,7 @@ class AircraftPurchaseAdapter(PurchaseAdapter[Squadron]):
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separator = "<br />"
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else:
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separator = " "
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return separator.join([item.aircraft.name, str(item)])
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return separator.join([item.aircraft.variant_id, str(item)])
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def unit_type_of(self, item: Squadron) -> AircraftType:
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return item.aircraft
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@ -594,12 +594,12 @@ class AircraftTypeList(QListView):
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self.add_aircraft_type(aircraft)
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def remove_aircraft_type(self, aircraft: AircraftType):
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for item in self.item_model.findItems(aircraft.name):
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for item in self.item_model.findItems(aircraft.variant_id):
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self.item_model.removeRow(item.row())
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self.page_index_changed.emit(self.selectionModel().currentIndex().row())
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def add_aircraft_type(self, aircraft: AircraftType):
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aircraft_item = QStandardItem(aircraft.name)
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aircraft_item = QStandardItem(aircraft.variant_id)
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icon = self.icon_for(aircraft)
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if icon is not None:
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aircraft_item.setIcon(icon)
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@ -767,7 +767,7 @@ class AirWingConfigurationTab(QWidget):
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)
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# Add Squadron
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if not self.type_list.item_model.findItems(selected_type.name):
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if not self.type_list.item_model.findItems(selected_type.variant_id):
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self.type_list.add_aircraft_type(selected_type)
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# TODO Select the newly added type
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self.squadrons_panel.add_squadron_to_panel(squadron)
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@ -893,8 +893,8 @@ class SquadronAircraftTypeSelector(QComboBox):
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super().__init__()
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self.setSizeAdjustPolicy(QComboBox.SizeAdjustPolicy.AdjustToContents)
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for type in sorted(types, key=lambda type: type.name):
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self.addItem(type.name, type)
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for type in sorted(types, key=lambda type: type.variant_id):
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self.addItem(type.variant_id, type)
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if selected_aircraft:
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self.setCurrentText(selected_aircraft)
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@ -44,7 +44,7 @@ class SquadronDelegate(TwoColumnRowDelegate):
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nickname = ""
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return f"{squadron.name}{nickname}"
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elif (row, column) == (0, 1):
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return squadron.aircraft.name
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return squadron.aircraft.variant_id
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elif (row, column) == (1, 0):
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return squadron.location.name
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elif (row, column) == (1, 1):
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@ -134,7 +134,7 @@ class AircraftInventoryData:
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player = "Player" if pilot.player else "AI"
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yield AircraftInventoryData(
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flight.departure.name,
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flight.unit_type.name,
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flight.unit_type.variant_id,
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flight_type,
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target,
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pilot_name,
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@ -147,7 +147,7 @@ class AircraftInventoryData:
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) -> Iterator[AircraftInventoryData]:
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for _ in range(0, squadron.untasked_aircraft):
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yield AircraftInventoryData(
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squadron.name, squadron.aircraft.name, "Idle", "N/A", "N/A", "N/A"
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squadron.name, squadron.aircraft.variant_id, "Idle", "N/A", "N/A", "N/A"
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)
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@ -22,7 +22,9 @@ class LossGrid(QGridLayout):
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def __init__(self, debriefing: Debriefing, player: bool) -> None:
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super().__init__()
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self.add_loss_rows(debriefing.air_losses.by_type(player), lambda u: u.name)
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self.add_loss_rows(
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debriefing.air_losses.by_type(player), lambda u: u.variant_id
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)
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self.add_loss_rows(
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debriefing.front_line_losses_by_type(player), lambda u: str(u)
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)
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@ -51,7 +51,7 @@ class QUnitInfoWindow(QDialog):
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self.setModal(True)
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self.game = game
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self.unit_type = unit_type
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self.name = unit_type.name
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self.name = unit_type.variant_id
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self.setWindowTitle(f"Unit Info: {self.name}")
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self.setWindowIcon(QIcon("./resources/icon.png"))
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self.setMinimumHeight(570)
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@ -78,7 +78,7 @@ class QUnitInfoWindow(QDialog):
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self.details_grid_layout.setContentsMargins(0, 0, 0, 0)
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self.name_box = QLabel(
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f"<b>Name:</b> {unit_type.manufacturer} {unit_type.name}"
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f"<b>Name:</b> {unit_type.manufacturer} {unit_type.variant_id}"
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)
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self.name_box.setProperty("style", "info-element")
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@ -33,11 +33,11 @@ class DepartingConvoyInfo(QGroupBox):
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if unit_type.dcs_id in VEHICLES_ICONS.keys():
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icon.setPixmap(VEHICLES_ICONS[unit_type.dcs_id])
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else:
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icon.setText("<b>" + unit_type.name + "</b>")
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icon.setText("<b>" + unit_type.variant_id + "</b>")
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icon.setProperty("style", "icon-armor")
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unit_layout.addWidget(icon, idx, 0)
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unit_layout.addWidget(
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QLabel(f"{count} x <strong>{unit_type.name}</strong>"),
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QLabel(f"{count} x <strong>{unit_type.variant_id}</strong>"),
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idx,
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1,
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)
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@ -62,7 +62,7 @@ class UnitTransferList(QFrame):
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task_box_layout = QGridLayout()
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scroll_content.setLayout(task_box_layout)
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units_column = sorted(cp.base.armor, key=lambda u: u.name)
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units_column = sorted(cp.base.armor, key=lambda u: u.variant_id)
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count = 0
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for count, unit_type in enumerate(units_column):
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@ -171,7 +171,7 @@ class ScrollingUnitTransferGrid(QFrame):
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unit_types = set(self.game_model.game.faction_for(player=True).ground_units)
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sorted_units = sorted(
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{u for u in unit_types if self.cp.base.total_units_of_type(u)},
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key=lambda u: u.name,
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key=lambda u: u.variant_id,
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)
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for row, unit_type in enumerate(sorted_units):
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self.add_unit_row(unit_type, task_box_layout, row)
|
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@ -203,7 +203,7 @@ class ScrollingUnitTransferGrid(QFrame):
|
||||
|
||||
origin_inventory = self.cp.base.total_units_of_type(unit_type)
|
||||
|
||||
unit_name = QLabel(f"<b>{unit_type.name}</b>")
|
||||
unit_name = QLabel(f"<b>{unit_type.variant_id}</b>")
|
||||
unit_name.setSizePolicy(
|
||||
QSizePolicy(QSizePolicy.Expanding, QSizePolicy.Expanding)
|
||||
)
|
||||
|
||||
@ -11,12 +11,12 @@ from PySide6.QtWidgets import (
|
||||
)
|
||||
|
||||
from game.dcs.aircrafttype import AircraftType
|
||||
from game.purchaseadapter import AircraftPurchaseAdapter
|
||||
from game.squadrons import Squadron
|
||||
from game.theater import ControlPoint
|
||||
from qt_ui.models import GameModel
|
||||
from qt_ui.uiconstants import ICONS
|
||||
from qt_ui.windows.basemenu.UnitTransactionFrame import UnitTransactionFrame
|
||||
from game.purchaseadapter import AircraftPurchaseAdapter
|
||||
|
||||
|
||||
class QAircraftRecruitmentMenu(UnitTransactionFrame[Squadron]):
|
||||
@ -44,7 +44,9 @@ class QAircraftRecruitmentMenu(UnitTransactionFrame[Squadron]):
|
||||
for squadron in cp.squadrons:
|
||||
unit_types.add(squadron.aircraft)
|
||||
|
||||
sorted_squadrons = sorted(cp.squadrons, key=lambda s: (s.aircraft.name, s.name))
|
||||
sorted_squadrons = sorted(
|
||||
cp.squadrons, key=lambda s: (s.aircraft.variant_id, s.name)
|
||||
)
|
||||
for row, squadron in enumerate(sorted_squadrons):
|
||||
self.add_purchase_row(squadron, task_box_layout, row)
|
||||
|
||||
|
||||
@ -2,10 +2,10 @@ from PySide6.QtCore import Qt
|
||||
from PySide6.QtWidgets import QGridLayout, QScrollArea, QVBoxLayout, QWidget
|
||||
|
||||
from game.dcs.groundunittype import GroundUnitType
|
||||
from game.purchaseadapter import GroundUnitPurchaseAdapter
|
||||
from game.theater import ControlPoint
|
||||
from qt_ui.models import GameModel
|
||||
from qt_ui.windows.basemenu.UnitTransactionFrame import UnitTransactionFrame
|
||||
from game.purchaseadapter import GroundUnitPurchaseAdapter
|
||||
|
||||
|
||||
class QArmorRecruitmentMenu(UnitTransactionFrame[GroundUnitType]):
|
||||
@ -32,7 +32,7 @@ class QArmorRecruitmentMenu(UnitTransactionFrame[GroundUnitType]):
|
||||
unit_types = list(
|
||||
set(self.game_model.game.faction_for(player=True).ground_units)
|
||||
)
|
||||
unit_types.sort(key=lambda u: u.name)
|
||||
unit_types.sort(key=lambda u: u.variant_id)
|
||||
for row, unit_type in enumerate(unit_types):
|
||||
self.add_purchase_row(unit_type, task_box_layout, row)
|
||||
stretch = QVBoxLayout()
|
||||
|
||||
@ -27,7 +27,7 @@ class QIntelInfo(QFrame):
|
||||
for unit_type, count in self.cp.allocated_aircraft().present.items():
|
||||
if count:
|
||||
task_type = unit_type.dcs_unit_type.task_default.name
|
||||
units_by_task[task_type][unit_type.name] += count
|
||||
units_by_task[task_type][unit_type.variant_id] += count
|
||||
|
||||
units_by_task = {
|
||||
task: units_by_task[task] for task in sorted(units_by_task.keys())
|
||||
@ -36,7 +36,7 @@ class QIntelInfo(QFrame):
|
||||
front_line_units = defaultdict(int)
|
||||
for unit_type, count in self.cp.base.armor.items():
|
||||
if count:
|
||||
front_line_units[unit_type.name] += count
|
||||
front_line_units[unit_type.variant_id] += count
|
||||
|
||||
units_by_task["Front line units"] = front_line_units
|
||||
for task, unit_types in units_by_task.items():
|
||||
|
||||
@ -76,7 +76,7 @@ class QTgoLayoutGroupRow(QWidget):
|
||||
# Add all possible units with the price
|
||||
for unit_type in force_group.unit_types_for_group(group):
|
||||
self.unit_selector.addItem(
|
||||
f"{unit_type.name} [${unit_type.price}M]",
|
||||
f"{unit_type.variant_id} [${unit_type.price}M]",
|
||||
userData=(unit_type.dcs_unit_type, unit_type.price),
|
||||
)
|
||||
# Add all possible statics with price = 0
|
||||
|
||||
@ -84,11 +84,11 @@ class AircraftIntelLayout(IntelTableLayout):
|
||||
continue
|
||||
|
||||
self.add_header(f"{control_point.name} ({base_total})")
|
||||
for airframe in sorted(allocation.present, key=lambda k: k.name):
|
||||
for airframe in sorted(allocation.present, key=lambda k: k.variant_id):
|
||||
count = allocation.present[airframe]
|
||||
if not count:
|
||||
continue
|
||||
self.add_row(f" {airframe.name}", count)
|
||||
self.add_row(f" {airframe.variant_id}", count)
|
||||
self.add_row("")
|
||||
|
||||
self.add_row("<b>Total</b>", total)
|
||||
@ -113,11 +113,11 @@ class ArmyIntelLayout(IntelTableLayout):
|
||||
continue
|
||||
|
||||
self.add_header(f"{control_point.name} ({base.total_armor})")
|
||||
for vehicle in sorted(base.armor, key=lambda k: k.name):
|
||||
for vehicle in sorted(base.armor, key=lambda k: k.variant_id):
|
||||
count = base.armor[vehicle]
|
||||
if not count:
|
||||
continue
|
||||
self.add_row(f" {vehicle.name}", count)
|
||||
self.add_row(f" {vehicle.variant_id}", count)
|
||||
self.add_row("")
|
||||
|
||||
self.add_row("<b>Total</b>", total)
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user