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https://github.com/dcs-liberation/dcs_liberation.git
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Repairing a damaged runway costs $100M and takes 4 turns (one day). The AI will always repair runways if they can afford it. if a runway is damaged again during the repair the process must begin again. Runways are still operational despite what the UI says. Preventing the player and AI from using damaged runways (except for with helicopters and harriers) is next.
173 lines
6.0 KiB
Python
173 lines
6.0 KiB
Python
from PySide2.QtCore import Qt
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from PySide2.QtGui import QCloseEvent, QPixmap
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from PySide2.QtWidgets import (
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QDialog,
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QHBoxLayout,
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QLabel,
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QMessageBox,
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QPushButton,
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QVBoxLayout,
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QWidget,
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)
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from game import db
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from game.theater import ControlPoint, ControlPointType
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from gen.flights.flight import FlightType
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from qt_ui.dialogs import Dialog
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from qt_ui.models import GameModel
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from qt_ui.uiconstants import EVENT_ICONS
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from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
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from qt_ui.windows.basemenu.QBaseMenuTabs import QBaseMenuTabs
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from qt_ui.windows.basemenu.QRecruitBehaviour import QRecruitBehaviour
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class QBaseMenu2(QDialog):
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def __init__(self, parent, cp: ControlPoint, game_model: GameModel):
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super(QBaseMenu2, self).__init__(parent)
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# Attrs
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self.cp = cp
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self.game_model = game_model
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self.objectName = "menuDialogue"
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try:
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game = self.game_model.game
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self.airport = game.theater.terrain.airport_by_id(self.cp.id)
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except:
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self.airport = None
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if self.cp.captured:
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self.deliveryEvent = None
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self.setWindowIcon(EVENT_ICONS["capture"])
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self.setWindowFlags(Qt.WindowStaysOnTopHint)
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self.setMinimumSize(300, 200)
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self.setMinimumWidth(800)
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self.setMaximumWidth(800)
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self.setModal(True)
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self.setWindowTitle(self.cp.name)
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base_menu_header = QWidget()
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top_layout = QHBoxLayout()
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header = QLabel(self)
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header.setGeometry(0, 0, 655, 106)
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pixmap = QPixmap(self.get_base_image())
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header.setPixmap(pixmap)
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title = QLabel("<b>" + self.cp.name + "</b>")
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title.setAlignment(Qt.AlignLeft | Qt.AlignTop)
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title.setProperty("style", "base-title")
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self.intel_summary = QLabel()
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self.update_intel_summary()
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top_layout.addWidget(title)
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top_layout.addWidget(self.intel_summary)
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top_layout.setAlignment(Qt.AlignTop)
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self.repair_button = QPushButton()
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self.repair_button.clicked.connect(self.begin_runway_repair)
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self.update_repair_button()
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top_layout.addWidget(self.repair_button)
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base_menu_header.setProperty("style", "baseMenuHeader")
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base_menu_header.setLayout(top_layout)
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main_layout = QVBoxLayout()
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main_layout.addWidget(header)
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main_layout.addWidget(base_menu_header)
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main_layout.addWidget(QBaseMenuTabs(cp, self.game_model))
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bottom_row = QHBoxLayout()
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main_layout.addLayout(bottom_row)
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if FlightType.OCA_RUNWAY in self.cp.mission_types(for_player=True):
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runway_attack_button = QPushButton("Attack airfield")
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bottom_row.addWidget(runway_attack_button)
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runway_attack_button.setProperty("style", "btn-danger")
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runway_attack_button.clicked.connect(self.new_package)
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budget_display = QLabel(
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QRecruitBehaviour.BUDGET_FORMAT.format(self.game_model.game.budget)
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)
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budget_display.setObjectName("budgetField")
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budget_display.setAlignment(Qt.AlignRight | Qt.AlignBottom)
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budget_display.setProperty("style", "budget-label")
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bottom_row.addWidget(budget_display)
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self.setLayout(main_layout)
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@property
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def can_repair_runway(self) -> bool:
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return self.cp.captured and self.cp.runway_can_be_repaired
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@property
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def can_afford_runway_repair(self) -> bool:
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return self.game_model.game.budget >= db.RUNWAY_REPAIR_COST
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def begin_runway_repair(self) -> None:
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if not self.can_afford_runway_repair:
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QMessageBox.critical(
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self,
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"Cannot repair runway",
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f"Runway repair costs ${db.RUNWAY_REPAIR_COST}M but you have "
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f"only ${self.game_model.game.budget}M available.",
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QMessageBox.Ok)
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return
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if not self.can_repair_runway:
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QMessageBox.critical(
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self,
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"Cannot repair runway",
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f"Cannot repair this runway.", QMessageBox.Ok)
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return
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self.cp.begin_runway_repair()
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self.game_model.game.budget -= db.RUNWAY_REPAIR_COST
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self.update_repair_button()
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self.update_intel_summary()
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GameUpdateSignal.get_instance().updateGame(self.game_model.game)
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def update_repair_button(self) -> None:
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self.repair_button.setVisible(True)
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turns_remaining = self.cp.runway_status.repair_turns_remaining
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if self.cp.captured and turns_remaining is not None:
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self.repair_button.setText("Repairing...")
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self.repair_button.setDisabled(True)
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return
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if self.can_repair_runway:
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if self.can_afford_runway_repair:
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self.repair_button.setText(f"Repair ${db.RUNWAY_REPAIR_COST}M")
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self.repair_button.setDisabled(False)
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return
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else:
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self.repair_button.setText(
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f"Cannot afford repair ${db.RUNWAY_REPAIR_COST}M")
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self.repair_button.setDisabled(True)
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return
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self.repair_button.setVisible(False)
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self.repair_button.setDisabled(True)
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def update_intel_summary(self) -> None:
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self.intel_summary.setText("\n".join([
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f"{self.cp.base.total_aircraft} aircraft",
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f"{self.cp.base.total_armor} ground units",
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str(self.cp.runway_status)
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]))
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def closeEvent(self, close_event: QCloseEvent):
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GameUpdateSignal.get_instance().updateGame(self.game_model.game)
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def get_base_image(self):
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if self.cp.cptype == ControlPointType.AIRCRAFT_CARRIER_GROUP:
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return "./resources/ui/carrier.png"
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elif self.cp.cptype == ControlPointType.LHA_GROUP:
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return "./resources/ui/lha.png"
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else:
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return "./resources/ui/airbase.png"
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def new_package(self) -> None:
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Dialog.open_new_package_dialog(self.cp, parent=self.window())
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