Addresses review comments.

This commit is contained in:
Simon Clark 2021-01-05 09:42:05 +00:00
parent 03a29aeedf
commit 7c3f7d4b8e
4 changed files with 37 additions and 22 deletions

View File

@ -342,8 +342,6 @@ class UnitsDeliveryEvent:
def __init__(self, control_point: ControlPoint) -> None:
self.to_cp = control_point
self.units: Dict[Type[UnitType], int] = {}
self.bought_units: Dict[Type[UnitType], int] = {}
self.sold_units: Dict[Type[UnitType], int] = {}
def __str__(self) -> str:
return "Pending delivery to {}".format(self.to_cp)
@ -372,21 +370,30 @@ class UnitsDeliveryEvent:
f"Refunding {count} {unit_type.id} at {self.to_cp.name}")
game.adjust_budget(price * count, player=self.to_cp.captured)
def available_next_turn(self, unit_type: Type[UnitType]) -> int:
pending_units = self.units.get(unit_type)
if pending_units is None:
pending_units = 0
current_units = self.to_cp.base.total_units_of_type(unit_type)
return pending_units + current_units
def process(self, game: Game) -> None:
bought_units: Dict[Type[UnitType], int] = {}
sold_units: Dict[Type[UnitType], int] = {}
for unit_type, count in self.units.items():
coalition = "Ally" if self.to_cp.captured else "Enemy"
aircraft = unit_type.id
name = self.to_cp.name
if count >= 0:
self.bought_units[unit_type] = count
bought_units[unit_type] = count
game.message(
f"{coalition} reinforcements: {aircraft} x {count} at {name}")
else:
self.sold_units[unit_type] = 0 - count
sold_units[unit_type] = -count
game.message(
f"{coalition} sold: {aircraft} x {0 - count} at {name}")
self.to_cp.base.commision_units(self.bought_units)
self.to_cp.base.commit_losses(self.sold_units)
f"{coalition} sold: {aircraft} x {-count} at {name}")
self.to_cp.base.commision_units(bought_units)
self.to_cp.base.commit_losses(sold_units)
self.units = {}
self.bought_units = {}
self.sold_units = {}
bought_units = {}
sold_units = {}

View File

@ -136,7 +136,7 @@ class QRecruitBehaviour:
self.update_available_budget()
def sell(self, unit_type):
if self.pending_deliveries.units.get(unit_type, 0) > 0 or self.cp.base.total_units_of_type(unit_type) > 0:
if self.pending_deliveries.available_next_turn(unit_type) > 0:
price = db.PRICES[unit_type]
self.budget += price
self.pending_deliveries.sell({unit_type: 1})

View File

@ -92,6 +92,12 @@ class QAircraftRecruitmentMenu(QFrame, QRecruitBehaviour):
self, "No space for additional aircraft",
f"There is no parking space left at {self.cp.name} to accommodate another plane.", QMessageBox.Ok)
return
# If we change our mind about selling, we want the aircraft to be put
# back in the inventory immediately.
elif self.pending_deliveries.units.get(unit_type, 0) < 0:
global_inventory = self.game_model.game.aircraft_inventory
inventory = global_inventory.for_control_point(self.cp)
inventory.add_aircraft(unit_type, 1)
super().buy(unit_type)
self.hangar_status.update_label()
@ -99,13 +105,18 @@ class QAircraftRecruitmentMenu(QFrame, QRecruitBehaviour):
def sell(self, unit_type: UnitType):
# Don't need to remove aircraft from the inventory if we're canceling
# orders.
if self.pending_deliveries.units.get(unit_type, 0) <= 0 - self.cp.base.total_units_of_type(unit_type):
QMessageBox.critical(
self, "Could not sell aircraft",
f"Attempted to sell one {unit_type.id} at {self.cp.name} "
"but none are available. Are all aircraft currently "
"assigned to a mission?", QMessageBox.Ok)
return
if self.pending_deliveries.units.get(unit_type, 0) <= 0:
global_inventory = self.game_model.game.aircraft_inventory
inventory = global_inventory.for_control_point(self.cp)
try:
inventory.remove_aircraft(unit_type, 1)
except ValueError:
QMessageBox.critical(
self, "Could not sell aircraft",
f"Attempted to sell one {unit_type.id} at {self.cp.name} "
"but none are available. Are all aircraft currently "
"assigned to a mission?", QMessageBox.Ok)
return
super().sell(unit_type)
self.hangar_status.update_label()

View File

@ -61,13 +61,10 @@ class QArmorRecruitmentMenu(QFrame, QRecruitBehaviour):
self.setLayout(main_layout)
def sell(self, unit_type: UnitType):
# Don't need to remove aircraft from the inventory if we're canceling
# orders.
if self.pending_deliveries.units.get(unit_type, 0) <= 0 - self.cp.base.total_units_of_type(unit_type):
if self.pending_deliveries.available_next_turn(unit_type) <= 0:
QMessageBox.critical(
self, "Could not sell ground unit",
f"Attempted to sell one {unit_type.id} at {self.cp.name} "
"but none are available.", QMessageBox.Ok)
return
super().sell(unit_type)
self.hangar_status.update_label()
super().sell(unit_type)