dcs_liberation/qt_ui/windows/groundobject/QGroundObjectBuyMenu.py
RndName 5febcdd4e4 Implement Template System for ground objects
- Factored out the current generators to use a better approach with Templates build from the dcs mission editor.
- This information is extended with a template-mapping in a json file which allows to logically group together multiple dcs groups and even statics to one template
- The combination of mapping and miz will be serialized to a template.json which is only used for loading.
- Factions now load templates during initialization and hold all the templates they can really use. This is based around the faction file.
- Implemented a template randomizer which allows to add some randomization to templates
- Each Template Group can have 1 randomizer which randomizes unit_type and size based on the mapping definition. Larger groups need to be devided in more fine detailed groups as we can now handle them better due to the change from dcs group types to our own classes.
- Rewritten the ArmorGroup, Naval and EWR template handling

Rework GroundObjectBuyMenu to support templates
2022-02-21 20:45:41 +01:00

260 lines
9.0 KiB
Python

import logging
from typing import Optional
from PySide2.QtCore import Signal
from PySide2.QtGui import Qt
from PySide2.QtWidgets import (
QComboBox,
QDialog,
QGridLayout,
QGroupBox,
QLabel,
QMessageBox,
QPushButton,
QSpinBox,
QVBoxLayout,
QCheckBox,
)
from game import Game
from game.point_with_heading import PointWithHeading
from game.theater import TheaterGroundObject
from game.theater.theatergroundobject import (
VehicleGroupGroundObject,
SamGroundObject,
EwrGroundObject,
GroundGroup,
)
from gen.templates import (
TemplateCategory,
GroundObjectTemplate,
GroupTemplate,
)
from qt_ui.uiconstants import EVENT_ICONS
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
class QGroundObjectGroupTemplate(QGroupBox):
group_template_changed = Signal(GroupTemplate)
# UI to show one GroupTemplate and configure the TemplateRandomizer for it
# one row: [Required | Unit Selector | Amount | Price]
# If the group is not randomizable: Just view labels instead of edit fields
def __init__(self, group_id: int, group_template: GroupTemplate) -> None:
super(QGroundObjectGroupTemplate, self).__init__(str(group_id + 1))
self.group_template = group_template
self.group_layout = QGridLayout()
self.setLayout(self.group_layout)
self.amount_selector = QSpinBox()
self.unit_selector = QComboBox()
self.group_selector = QCheckBox()
self.group_selector.setChecked(True)
self.group_selector.setEnabled(self.group_template.optional)
if self.group_template.randomizer:
# Group can be randomized
for unit in self.group_template.randomizer.possible_ground_units:
self.unit_selector.addItem(f"{unit} [${unit.price}M]", userData=unit)
self.group_layout.addWidget(
self.unit_selector, 0, 0, alignment=Qt.AlignRight
)
self.group_layout.addWidget(
self.amount_selector, 0, 1, alignment=Qt.AlignRight
)
self.amount_selector.setMinimum(1)
self.amount_selector.setMaximum(len(self.group_template.units))
self.amount_selector.setValue(self.group_template.randomizer.unit_count)
self.on_group_changed()
else:
# Group can not be randomized so just show the group info
group_info = QVBoxLayout()
for unit_type, count in self.group_template.unit_types_count.items():
group_info.addWidget(
QLabel(f"{count}x {unit_type}"), alignment=Qt.AlignLeft
)
self.group_layout.addLayout(group_info, 0, 0, 1, 2)
self.group_layout.addWidget(self.group_selector, 0, 2, alignment=Qt.AlignRight)
self.amount_selector.valueChanged.connect(self.on_group_changed)
self.unit_selector.currentIndexChanged.connect(self.on_group_changed)
self.group_selector.stateChanged.connect(self.on_group_changed)
def on_group_changed(self) -> None:
unit_type = self.unit_selector.itemData(self.unit_selector.currentIndex())
count = self.amount_selector.value() if self.group_selector.isChecked() else 0
self.group_template.randomizer.count = count
self.group_template.randomizer.force_type(unit_type.dcs_id)
self.group_template_changed.emit(self.group_template)
class QGroundObjectTemplateLayout(QGroupBox):
def __init__(
self,
game: Game,
ground_object: TheaterGroundObject,
template_changed_signal: Signal(GroundObjectTemplate),
current_group_value: int,
):
super(QGroundObjectTemplateLayout, self).__init__("Groups:")
# Connect to the signal to handle template updates
self.game = game
self.ground_object = ground_object
self.template_changed_signal = template_changed_signal
self.template_changed_signal.connect(self.load_for_template)
self.template: Optional[GroundObjectTemplate] = None
self.current_group_value = current_group_value
self.buy_button = QPushButton("Buy")
self.buy_button.clicked.connect(self.buy_group)
self.template_layout = QGridLayout()
self.setLayout(self.template_layout)
self.template_grid = QGridLayout()
self.template_layout.addLayout(self.template_grid, 0, 0, 1, 2)
self.template_layout.addWidget(self.buy_button, 1, 1)
stretch = QVBoxLayout()
stretch.addStretch()
self.template_layout.addLayout(stretch, 2, 0)
def load_for_template(self, template: GroundObjectTemplate) -> None:
self.template = template
# Clean the current grid
for id in range(self.template_grid.count()):
self.template_grid.itemAt(id).widget().deleteLater()
for g_id, group in enumerate(template.groups):
group_row = QGroundObjectGroupTemplate(g_id, group)
group_row.group_template_changed.connect(self.group_template_changed)
self.template_grid.addWidget(group_row)
self.update_price()
def group_template_changed(self, group_template: GroupTemplate) -> None:
self.update_price()
def update_price(self) -> None:
price = "$" + str(self.template.estimated_price_for(self.ground_object))
if self.template.randomizable:
price = "~" + price
self.buy_button.setText(f"Buy [{price}M][-${self.current_group_value}M]")
def buy_group(self):
if not self.template:
return
groups = self.generate_groups()
price = 0
for group in groups:
for unit in group.units:
if unit.unit_type:
price += unit.unit_type.price
price -= self.current_group_value
if price > self.game.blue.budget:
self.error_money()
self.close()
return
else:
self.game.blue.budget -= price
self.ground_object.groups = groups
# Replan redfor missions
self.game.initialize_turn(for_red=True, for_blue=False)
GameUpdateSignal.get_instance().updateGame(self.game)
def error_money(self):
msg = QMessageBox()
msg.setIcon(QMessageBox.Information)
msg.setText("Not enough money to buy these units !")
msg.setWindowTitle("Not enough money")
msg.setStandardButtons(QMessageBox.Ok)
msg.setWindowFlags(Qt.WindowStaysOnTopHint)
msg.exec_()
self.close()
def generate_groups(self) -> list[GroundGroup]:
go = self.template.generate(
self.ground_object.name,
PointWithHeading.from_point(
self.ground_object.position, self.ground_object.heading
),
self.ground_object.control_point,
self.game,
)
return go.groups
class QGroundObjectBuyMenu(QDialog):
template_changed_signal = Signal(GroundObjectTemplate)
def __init__(
self,
parent,
ground_object: TheaterGroundObject,
game: Game,
current_group_value: int,
):
super(QGroundObjectBuyMenu, self).__init__(parent)
self.setMinimumWidth(350)
self.setWindowTitle("Buy ground object @ " + ground_object.obj_name)
self.setWindowIcon(EVENT_ICONS["capture"])
self.mainLayout = QGridLayout()
self.setLayout(self.mainLayout)
self.template_selector = QComboBox()
self.template_selector.currentIndexChanged.connect(self.template_changed)
# Get the templates and fill the combobox
template_sub_category = None
if isinstance(ground_object, SamGroundObject):
template_category = TemplateCategory.AirDefence
elif isinstance(ground_object, VehicleGroupGroundObject):
template_category = TemplateCategory.Armor
elif isinstance(ground_object, EwrGroundObject):
template_category = TemplateCategory.AirDefence
template_sub_category = "EWR"
else:
raise RuntimeError
for template in game.blue.faction.templates.for_category(
template_category, template_sub_category
):
self.template_selector.addItem(template.name, userData=template)
template_selector_layout = QGridLayout()
template_selector_layout.addWidget(QLabel("Template :"), 0, 0, Qt.AlignLeft)
template_selector_layout.addWidget(
self.template_selector, 0, 1, alignment=Qt.AlignRight
)
self.mainLayout.addLayout(template_selector_layout, 0, 0)
self.template_layout = QGroundObjectTemplateLayout(
game, ground_object, self.template_changed_signal, current_group_value
)
self.mainLayout.addWidget(self.template_layout, 1, 0)
self.setLayout(self.mainLayout)
# Update UI
self.template_changed()
def template_changed(self):
template = self.template_selector.itemData(
self.template_selector.currentIndex()
)
self.template_changed_signal.emit(template)