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https://github.com/dcs-liberation/dcs_liberation.git
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DCS features a massive range of aircraft and land vehicles, and not all of them make their role(s) clear just from the name alone. What this commit does is add an "information" button (and resultant window) to the recruitment section. This should allow new players to understand what each unit is/does. Current state - every aircraft has a country of origin and an introduction date for that variant. Some also have a small placeholder description, taken from ED's store page for that aircraft. There is also a placeholder picture (taken from a rejected image from my own personal photography) that will, in time, show a banner image of each unit. Todo - add appropriate screenshots for each aircraft's banner, replace the placeholder text for each aircraft (this will take a while...) and add more data points for each unit type, such as a unit role (i.e. "air-superiority fighter", "multirole fighter", etc) or perhaps a list of weapons carried. I also haven't made a start on the huge number of ground units yet.
183 lines
6.3 KiB
Python
183 lines
6.3 KiB
Python
import logging
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from typing import Type
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from PySide2.QtCore import Qt
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from PySide2.QtWidgets import (
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QGroupBox,
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QHBoxLayout,
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QLabel,
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QLayout,
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QPushButton,
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QSizePolicy,
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QSpacerItem,
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)
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from dcs.unittype import UnitType
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from game import db
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from game.event import UnitsDeliveryEvent
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from game.theater import ControlPoint
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from qt_ui.models import GameModel
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from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
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from qt_ui.windows.QUnitInfoWindow import QUnitInfoWindow
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class QRecruitBehaviour:
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game_model: GameModel
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cp: ControlPoint
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existing_units_labels = None
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bought_amount_labels = None
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maximum_units = -1
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recruitable_types = []
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BUDGET_FORMAT = "Available Budget: <b>${}M</b>"
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def __init__(self) -> None:
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self.bought_amount_labels = {}
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self.existing_units_labels = {}
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self.recruitable_types = []
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self.update_available_budget()
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@property
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def pending_deliveries(self) -> UnitsDeliveryEvent:
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return self.cp.pending_unit_deliveries
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@property
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def budget(self) -> int:
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return self.game_model.game.budget
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@budget.setter
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def budget(self, value: int) -> None:
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self.game_model.game.budget = value
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def add_purchase_row(self, unit_type: Type[UnitType], layout: QLayout,
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row: int, disabled: bool = False) -> int:
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exist = QGroupBox()
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exist.setProperty("style", "buy-box")
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exist.setMaximumHeight(36)
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exist.setMinimumHeight(36)
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existLayout = QHBoxLayout()
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exist.setLayout(existLayout)
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existing_units = self.cp.base.total_units_of_type(unit_type)
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scheduled_units = self.pending_deliveries.units.get(unit_type, 0)
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unitName = QLabel("<b>" + db.unit_get_expanded_info(self.game_model.game.player_country, unit_type, 'name') + "</b>")
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unitName.setSizePolicy(QSizePolicy(QSizePolicy.Expanding, QSizePolicy.Expanding))
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existing_units = QLabel(str(existing_units))
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existing_units.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed))
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amount_bought = QLabel("<b>{}</b>".format(str(scheduled_units)))
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amount_bought.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed))
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self.existing_units_labels[unit_type] = existing_units
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self.bought_amount_labels[unit_type] = amount_bought
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price = QLabel("<b>$ {:02d}</b> m".format(db.PRICES[unit_type]))
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price.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed))
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buysell = QGroupBox()
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buysell.setProperty("style", "buy-box")
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buysell.setMaximumHeight(36)
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buysell.setMinimumHeight(36)
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buysellayout = QHBoxLayout()
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buysell.setLayout(buysellayout)
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buy = QPushButton("+")
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buy.setProperty("style", "btn-buy")
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buy.setDisabled(disabled)
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buy.setMinimumSize(16, 16)
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buy.setMaximumSize(16, 16)
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buy.clicked.connect(lambda: self.buy(unit_type))
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buy.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed))
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sell = QPushButton("-")
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sell.setProperty("style", "btn-sell")
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sell.setDisabled(disabled)
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sell.setMinimumSize(16, 16)
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sell.setMaximumSize(16, 16)
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sell.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed))
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sell.clicked.connect(lambda: self.sell(unit_type))
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info = QGroupBox()
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info.setProperty("style", "buy-box")
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info.setMaximumHeight(36)
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info.setMinimumHeight(36)
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infolayout = QHBoxLayout()
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info.setLayout(infolayout)
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unitInfo = QPushButton("i")
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unitInfo.setProperty("style", "btn-info")
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unitInfo.setDisabled(disabled)
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unitInfo.setMinimumSize(16, 16)
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unitInfo.setMaximumSize(16, 16)
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unitInfo.clicked.connect(lambda: self.info(unit_type))
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unitInfo.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed))
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existLayout.addWidget(unitName)
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existLayout.addItem(QSpacerItem(20, 0, QSizePolicy.Minimum, QSizePolicy.Minimum))
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existLayout.addWidget(existing_units)
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existLayout.addItem(QSpacerItem(20, 0, QSizePolicy.Minimum, QSizePolicy.Minimum))
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existLayout.addWidget(price)
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buysellayout.addWidget(sell)
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buysellayout.addWidget(amount_bought)
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buysellayout.addWidget(buy)
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infolayout.addWidget(unitInfo)
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layout.addWidget(exist, row, 1)
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layout.addWidget(buysell, row, 2)
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layout.addWidget(info, row, 3)
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return row + 1
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def _update_count_label(self, unit_type: Type[UnitType]):
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self.bought_amount_labels[unit_type].setText("<b>{}</b>".format(
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unit_type in self.pending_deliveries.units and "{}".format(self.pending_deliveries.units[unit_type]) or "0"
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))
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self.existing_units_labels[unit_type].setText("<b>{}</b>".format(
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self.cp.base.total_units_of_type(unit_type)
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))
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def update_available_budget(self) -> None:
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GameUpdateSignal.get_instance().updateBudget(self.game_model.game)
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def buy(self, unit_type: Type[UnitType]):
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price = db.PRICES[unit_type]
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if self.budget >= price:
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self.pending_deliveries.order({unit_type: 1})
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self.budget -= price
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else:
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# TODO : display modal warning
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logging.info("Not enough money !")
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self._update_count_label(unit_type)
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self.update_available_budget()
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def sell(self, unit_type):
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if self.pending_deliveries.available_next_turn(unit_type) > 0:
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price = db.PRICES[unit_type]
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self.budget += price
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self.pending_deliveries.sell({unit_type: 1})
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if self.pending_deliveries.units[unit_type] == 0:
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del self.pending_deliveries.units[unit_type]
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self._update_count_label(unit_type)
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self.update_available_budget()
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def info(self, unit_type):
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self.info_window = QUnitInfoWindow(self.game_model.game, unit_type)
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self.info_window.show()
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def set_maximum_units(self, maximum_units):
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"""
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Set the maximum number of units that can be bought
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"""
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self.maximum_units = maximum_units
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def set_recruitable_types(self, recruitables_types):
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"""
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Set the maximum number of units that can be bought
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"""
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self.recruitables_types = recruitables_types
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