dcs_liberation/qt_ui/windows/basemenu/QRecruitBehaviour.py

202 lines
6.7 KiB
Python

from __future__ import annotations
import logging
from PySide2.QtWidgets import (
QGroupBox,
QHBoxLayout,
QLabel,
QPushButton,
QSizePolicy,
QSpacerItem,
QGridLayout,
)
from game.dcs.unittype import UnitType
from game.theater import ControlPoint
from game.unitdelivery import PendingUnitDeliveries
from qt_ui.models import GameModel
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
from qt_ui.windows.QUnitInfoWindow import QUnitInfoWindow
class PurchaseGroup(QGroupBox):
def __init__(self, unit_type: UnitType, recruiter: QRecruitBehaviour) -> None:
super().__init__()
self.unit_type = unit_type
self.recruiter = recruiter
self.setProperty("style", "buy-box")
self.setMaximumHeight(36)
self.setMinimumHeight(36)
layout = QHBoxLayout()
self.setLayout(layout)
self.sell_button = QPushButton("-")
self.sell_button.setProperty("style", "btn-sell")
self.sell_button.setDisabled(not recruiter.enable_sale(unit_type))
self.sell_button.setMinimumSize(16, 16)
self.sell_button.setMaximumSize(16, 16)
self.sell_button.setSizePolicy(
QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed)
)
self.sell_button.clicked.connect(lambda: self.recruiter.sell(self.unit_type))
self.amount_bought = QLabel()
self.amount_bought.setSizePolicy(
QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed)
)
self.buy_button = QPushButton("+")
self.buy_button.setProperty("style", "btn-buy")
self.buy_button.setDisabled(not recruiter.enable_purchase(unit_type))
self.buy_button.setMinimumSize(16, 16)
self.buy_button.setMaximumSize(16, 16)
self.buy_button.clicked.connect(lambda: self.recruiter.buy(self.unit_type))
self.buy_button.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed))
layout.addWidget(self.sell_button)
layout.addWidget(self.amount_bought)
layout.addWidget(self.buy_button)
self.update_state()
@property
def pending_units(self) -> int:
return self.recruiter.pending_deliveries.units.get(self.unit_type, 0)
def update_state(self) -> None:
self.buy_button.setEnabled(self.recruiter.enable_purchase(self.unit_type))
self.sell_button.setEnabled(self.recruiter.enable_sale(self.unit_type))
self.amount_bought.setText(f"<b>{self.pending_units}</b>")
class QRecruitBehaviour:
game_model: GameModel
cp: ControlPoint
purchase_groups: dict[UnitType, PurchaseGroup] = {}
existing_units_labels = None
maximum_units = -1
BUDGET_FORMAT = "Available Budget: <b>${:.2f}M</b>"
def __init__(self) -> None:
self.existing_units_labels = {}
self.update_available_budget()
@property
def pending_deliveries(self) -> PendingUnitDeliveries:
return self.cp.pending_unit_deliveries
@property
def budget(self) -> float:
return self.game_model.game.budget
@budget.setter
def budget(self, value: int) -> None:
self.game_model.game.budget = value
def add_purchase_row(
self,
unit_type: UnitType,
layout: QGridLayout,
row: int,
) -> None:
exist = QGroupBox()
exist.setProperty("style", "buy-box")
exist.setMaximumHeight(36)
exist.setMinimumHeight(36)
existLayout = QHBoxLayout()
exist.setLayout(existLayout)
existing_units = self.cp.base.total_units_of_type(unit_type)
unitName = QLabel(f"<b>{unit_type.name}</b>")
unitName.setSizePolicy(
QSizePolicy(QSizePolicy.Expanding, QSizePolicy.Expanding)
)
existing_units = QLabel(str(existing_units))
existing_units.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed))
self.existing_units_labels[unit_type] = existing_units
price = QLabel(f"<b>$ {unit_type.price}</b> M")
price.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed))
purchase_group = PurchaseGroup(unit_type, self)
self.purchase_groups[unit_type] = purchase_group
info = QGroupBox()
info.setProperty("style", "buy-box")
info.setMaximumHeight(36)
info.setMinimumHeight(36)
infolayout = QHBoxLayout()
info.setLayout(infolayout)
unitInfo = QPushButton("i")
unitInfo.setProperty("style", "btn-info")
unitInfo.setMinimumSize(16, 16)
unitInfo.setMaximumSize(16, 16)
unitInfo.clicked.connect(lambda: self.info(unit_type))
unitInfo.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed))
existLayout.addWidget(unitName)
existLayout.addItem(
QSpacerItem(20, 0, QSizePolicy.Minimum, QSizePolicy.Minimum)
)
existLayout.addWidget(existing_units)
existLayout.addItem(
QSpacerItem(20, 0, QSizePolicy.Minimum, QSizePolicy.Minimum)
)
existLayout.addWidget(price)
infolayout.addWidget(unitInfo)
layout.addWidget(exist, row, 1)
layout.addWidget(purchase_group, row, 2)
layout.addWidget(info, row, 3)
def update_available_budget(self) -> None:
GameUpdateSignal.get_instance().updateBudget(self.game_model.game)
def buy(self, unit_type: UnitType) -> None:
if not self.enable_purchase(unit_type):
logging.error(f"Purchase of {unit_type} not allowed at {self.cp.name}")
return
self.pending_deliveries.order({unit_type: 1})
self.budget -= unit_type.price
self.update_purchase_controls()
self.update_available_budget()
def sell(self, unit_type: UnitType) -> None:
if self.pending_deliveries.available_next_turn(unit_type) > 0:
self.budget += unit_type.price
self.pending_deliveries.sell({unit_type: 1})
if self.pending_deliveries.units[unit_type] == 0:
del self.pending_deliveries.units[unit_type]
self.update_purchase_controls()
self.update_available_budget()
def update_purchase_controls(self) -> None:
for group in self.purchase_groups.values():
group.update_state()
def enable_purchase(self, unit_type: UnitType) -> bool:
return self.budget >= unit_type.price
def enable_sale(self, unit_type: UnitType) -> bool:
return True
def info(self, unit_type: UnitType) -> None:
self.info_window = QUnitInfoWindow(self.game_model.game, unit_type)
self.info_window.show()
def set_maximum_units(self, maximum_units):
"""
Set the maximum number of units that can be bought
"""
self.maximum_units = maximum_units