Move the base intel menu off find_unittype.

This commit is contained in:
Dan Albert 2021-06-07 18:54:51 -07:00
parent 6966c16dd2
commit ae2a818d8c

View File

@ -1,3 +1,6 @@
from collections import defaultdict
from PySide2.QtCore import Qt
from PySide2.QtWidgets import ( from PySide2.QtWidgets import (
QFrame, QFrame,
QGridLayout, QGridLayout,
@ -7,8 +10,6 @@ from PySide2.QtWidgets import (
QScrollArea, QScrollArea,
QWidget, QWidget,
) )
from PySide2.QtCore import Qt
from dcs.task import CAP, CAS, Embarking, PinpointStrike
from game import Game, db from game import Game, db
from game.theater import ControlPoint from game.theater import ControlPoint
@ -19,51 +20,44 @@ class QIntelInfo(QFrame):
super(QIntelInfo, self).__init__() super(QIntelInfo, self).__init__()
self.cp = cp self.cp = cp
self.game = game self.game = game
self.init_ui()
def init_ui(self):
layout = QVBoxLayout() layout = QVBoxLayout()
scroll_content = QWidget() scroll_content = QWidget()
intelLayout = QVBoxLayout() intel_layout = QVBoxLayout()
units = { units_by_task: dict[str, dict[str, int]] = defaultdict(lambda: defaultdict(int))
CAP: db.find_unittype(CAP, self.game.enemy_name), for unit_type, count in self.cp.base.aircraft.items():
Embarking: db.find_unittype(Embarking, self.game.enemy_name), if count:
CAS: db.find_unittype(CAS, self.game.enemy_name), name = db.unit_get_expanded_info(
PinpointStrike: db.find_unittype(PinpointStrike, self.game.enemy_name), self.game.enemy_country, unit_type, "name"
)
units_by_task[unit_type.task_default.name][name] += count
units_by_task = {
task: units_by_task[task] for task in sorted(units_by_task.keys())
} }
for task_type in units.keys(): front_line_units = defaultdict(int)
units_column = list(set(units[task_type])) for unit_type, count in self.cp.base.armor.items():
if count:
name = db.unit_get_expanded_info(
self.game.enemy_country, unit_type, "name"
)
front_line_units[name] += count
if sum([self.cp.base.total_units_of_type(u) for u in units_column]) > 0: units_by_task["Front line units"] = front_line_units
for task, unit_types in units_by_task.items():
task_group = QGroupBox(task)
task_layout = QGridLayout()
task_group.setLayout(task_layout)
group = QGroupBox(db.task_name(task_type)) for row, (name, count) in enumerate(unit_types.items()):
groupLayout = QGridLayout() task_layout.addWidget(QLabel(f"<b>{name}</b>"), row, 0)
group.setLayout(groupLayout) task_layout.addWidget(QLabel(str(count)), row, 1)
row = 0 intel_layout.addWidget(task_group)
for unit_type in units_column:
existing_units = self.cp.base.total_units_of_type(unit_type)
if existing_units == 0:
continue
groupLayout.addWidget(
QLabel(
"<b>"
+ db.unit_get_expanded_info(
self.game.enemy_country, unit_type, "name"
)
+ "</b>"
),
row,
0,
)
groupLayout.addWidget(QLabel(str(existing_units)), row, 1)
row += 1
intelLayout.addWidget(group) scroll_content.setLayout(intel_layout)
scroll_content.setLayout(intelLayout)
scroll = QScrollArea() scroll = QScrollArea()
scroll.setHorizontalScrollBarPolicy(Qt.ScrollBarAlwaysOff) scroll.setHorizontalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
scroll.setVerticalScrollBarPolicy(Qt.ScrollBarAlwaysOn) scroll.setVerticalScrollBarPolicy(Qt.ScrollBarAlwaysOn)