dcs_liberation/qt_ui/windows/basemenu/NewUnitTransferDialog.py
Dan Albert c258409a8d Add AI planning for airlifts.
Downside to the current implementation is that whether or not transports
that were purchased last turn will be available for airlift this turn is
arbitrary. This is because transfers are created at the same time as
units are delivered, and units are delivered in an arbitrary order per
CP. If the helicopters are delivered before the ground units they'll
have access to the transports, otherwise they'll be refunded. This will
be fixed later when I rework the transfer requests to not require
immediate fulfillment.

https://github.com/Khopa/dcs_liberation/issues/825
2021-04-23 01:10:03 -07:00

407 lines
13 KiB
Python

from __future__ import annotations
import logging
from collections import defaultdict
from dataclasses import dataclass
from typing import Callable, Dict, Type
from PySide2.QtCore import Qt
from PySide2.QtWidgets import (
QCheckBox,
QComboBox,
QDialog,
QFrame,
QGridLayout,
QGroupBox,
QHBoxLayout,
QLabel,
QMessageBox,
QPushButton,
QScrollArea,
QSizePolicy,
QSpacerItem,
QVBoxLayout,
QWidget,
)
from dcs.task import PinpointStrike
from dcs.unittype import UnitType
from game import Game, db
from game.theater import ControlPoint, SupplyRoute
from game.transfers import AirliftPlanner, RoadTransferOrder
from qt_ui.models import GameModel
from qt_ui.widgets.QLabeledWidget import QLabeledWidget
class TransferDestinationComboBox(QComboBox):
def __init__(self, game: Game, origin: ControlPoint) -> None:
super().__init__()
self.game = game
self.origin = origin
for cp in self.game.theater.controlpoints:
if (
cp != self.origin
and cp.is_friendly(to_player=True)
and cp.can_deploy_ground_units
):
self.addItem(cp.name, cp)
self.model().sort(0)
self.setCurrentIndex(0)
class UnitTransferList(QFrame):
def __init__(self, cp: ControlPoint, game_model: GameModel):
super().__init__(self)
self.cp = cp
self.game_model = game_model
self.bought_amount_labels = {}
self.existing_units_labels = {}
main_layout = QVBoxLayout()
self.setLayout(main_layout)
scroll_content = QWidget()
task_box_layout = QGridLayout()
scroll_content.setLayout(task_box_layout)
units_column = sorted(
cp.base.armor,
key=lambda u: db.unit_get_expanded_info(
self.game_model.game.player_country, u, "name"
),
)
count = 0
for count, unit_type in enumerate(units_column):
self.add_purchase_row(unit_type, task_box_layout, count)
stretch = QVBoxLayout()
stretch.addStretch()
task_box_layout.addLayout(stretch, count, 0)
scroll_content.setLayout(task_box_layout)
scroll = QScrollArea()
scroll.setHorizontalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
scroll.setVerticalScrollBarPolicy(Qt.ScrollBarAlwaysOn)
scroll.setWidgetResizable(True)
scroll.setWidget(scroll_content)
main_layout.addWidget(scroll)
@dataclass(frozen=True)
class AirliftCapacity:
helicopter: int
cargo_plane: int
@property
def total(self) -> int:
return self.helicopter + self.cargo_plane
@classmethod
def to_control_point(cls, game: Game) -> AirliftCapacity:
helo_capacity = 0
plane_capacity = 0
for cp in game.theater.player_points():
inventory = game.aircraft_inventory.for_control_point(cp)
for unit_type, count in inventory.all_aircraft:
if unit_type.helicopter:
helo_capacity += count
return AirliftCapacity(helicopter=helo_capacity, cargo_plane=plane_capacity)
class TransferOptionsPanel(QVBoxLayout):
def __init__(
self,
game: Game,
origin: ControlPoint,
airlift_capacity: AirliftCapacity,
airlift_required: bool,
) -> None:
super().__init__()
self.source_combo_box = TransferDestinationComboBox(game, origin)
self.addLayout(QLabeledWidget("Destination:", self.source_combo_box))
self.airlift = QCheckBox()
self.airlift.setChecked(airlift_required)
self.airlift.setDisabled(airlift_required)
self.addLayout(QLabeledWidget("Airlift:", self.airlift))
self.addWidget(
QLabel(
f"{airlift_capacity.total} airlift capacity "
f"({airlift_capacity.cargo_plane} from cargo planes, "
f"{airlift_capacity.helicopter} from helicopters)"
)
)
@property
def changed(self):
return self.source_combo_box.currentIndexChanged
@property
def current(self) -> ControlPoint:
return self.source_combo_box.currentData()
class TransferControls(QGroupBox):
def __init__(
self,
increase_text: str,
on_increase: Callable[[TransferControls], None],
decrease_text: str,
on_decrease: Callable[[TransferControls], None],
initial_amount: int = 0,
disabled: bool = False,
) -> None:
super().__init__()
self.quantity = initial_amount
self.setProperty("style", "buy-box")
self.setMaximumHeight(36)
self.setMinimumHeight(36)
layout = QHBoxLayout()
self.setLayout(layout)
decrease = QPushButton(decrease_text)
decrease.setProperty("style", "btn-sell")
decrease.setDisabled(disabled)
decrease.setMinimumSize(16, 16)
decrease.setMaximumSize(16, 16)
decrease.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed))
decrease.clicked.connect(lambda: on_decrease(self))
layout.addWidget(decrease)
self.count_label = QLabel()
self.count_label.setSizePolicy(
QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed)
)
self.set_quantity(initial_amount)
layout.addWidget(self.count_label)
increase = QPushButton(increase_text)
increase.setProperty("style", "btn-buy")
increase.setDisabled(disabled)
increase.setMinimumSize(16, 16)
increase.setMaximumSize(16, 16)
increase.clicked.connect(lambda: on_increase(self))
increase.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed))
layout.addWidget(increase)
def set_quantity(self, quantity: int) -> None:
self.quantity = quantity
self.count_label.setText(f"<b>{self.quantity}</b>")
class ScrollingUnitTransferGrid(QFrame):
def __init__(
self,
cp: ControlPoint,
airlift: bool,
airlift_capacity: AirliftCapacity,
game_model: GameModel,
) -> None:
super().__init__()
self.cp = cp
self.airlift = airlift
self.remaining_capacity = airlift_capacity.total
self.game_model = game_model
self.transfers: Dict[Type[UnitType, int]] = defaultdict(int)
main_layout = QVBoxLayout()
scroll_content = QWidget()
task_box_layout = QGridLayout()
unit_types = set(
db.find_unittype(PinpointStrike, self.game_model.game.player_name)
)
sorted_units = sorted(
{u for u in unit_types if self.cp.base.total_units_of_type(u)},
key=lambda u: db.unit_get_expanded_info(
self.game_model.game.player_country, u, "name"
),
)
for row, unit_type in enumerate(sorted_units):
self.add_unit_row(unit_type, task_box_layout, row)
stretch = QVBoxLayout()
stretch.addStretch()
task_box_layout.addLayout(stretch, task_box_layout.count(), 0)
scroll_content.setLayout(task_box_layout)
scroll = QScrollArea()
scroll.setHorizontalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
scroll.setVerticalScrollBarPolicy(Qt.ScrollBarAlwaysOn)
scroll.setWidgetResizable(True)
scroll.setWidget(scroll_content)
main_layout.addWidget(scroll)
self.setLayout(main_layout)
def add_unit_row(
self,
unit_type: Type[UnitType],
layout: QGridLayout,
row: int,
) -> None:
exist = QGroupBox()
exist.setProperty("style", "buy-box")
exist.setMaximumHeight(36)
exist.setMinimumHeight(36)
origin_inventory_layout = QHBoxLayout()
exist.setLayout(origin_inventory_layout)
origin_inventory = self.cp.base.total_units_of_type(unit_type)
unit_name = QLabel(
"<b>"
+ db.unit_get_expanded_info(
self.game_model.game.player_country, unit_type, "name"
)
+ "</b>"
)
unit_name.setSizePolicy(
QSizePolicy(QSizePolicy.Expanding, QSizePolicy.Expanding)
)
origin_inventory_label = QLabel(str(origin_inventory))
origin_inventory_label.setSizePolicy(
QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed)
)
def increase(controls: TransferControls):
nonlocal origin_inventory
nonlocal origin_inventory_label
if not origin_inventory:
return
if self.airlift:
if not self.remaining_capacity:
return
self.remaining_capacity -= 1
self.transfers[unit_type] += 1
origin_inventory -= 1
controls.set_quantity(self.transfers[unit_type])
origin_inventory_label.setText(str(origin_inventory))
def decrease(controls: TransferControls):
nonlocal origin_inventory
nonlocal origin_inventory_label
if not controls.quantity:
return
if self.airlift:
self.remaining_capacity += 1
self.transfers[unit_type] -= 1
origin_inventory += 1
controls.set_quantity(self.transfers[unit_type])
origin_inventory_label.setText(str(origin_inventory))
transfer_controls = TransferControls("->", increase, "<-", decrease)
origin_inventory_layout.addWidget(unit_name)
origin_inventory_layout.addItem(
QSpacerItem(20, 0, QSizePolicy.Minimum, QSizePolicy.Minimum)
)
origin_inventory_layout.addWidget(origin_inventory_label)
origin_inventory_layout.addItem(
QSpacerItem(20, 0, QSizePolicy.Minimum, QSizePolicy.Minimum)
)
layout.addWidget(exist, row, 1)
layout.addWidget(transfer_controls, row, 2)
class NewUnitTransferDialog(QDialog):
def __init__(
self,
game_model: GameModel,
origin: ControlPoint,
parent=None,
) -> None:
super().__init__(parent)
self.origin = origin
self.setWindowTitle(f"New unit transfer from {origin.name}")
self.game_model = game_model
layout = QVBoxLayout()
self.setLayout(layout)
self.airlift_capacity = AirliftCapacity.to_control_point(game_model.game)
airlift_required = len(SupplyRoute.for_control_point(origin)) == 1
self.dest_panel = TransferOptionsPanel(
game_model.game, origin, self.airlift_capacity, airlift_required
)
self.dest_panel.changed.connect(self.rebuild_transfers)
layout.addLayout(self.dest_panel)
self.transfer_panel = ScrollingUnitTransferGrid(
origin,
airlift=airlift_required,
airlift_capacity=self.airlift_capacity,
game_model=game_model,
)
self.dest_panel.airlift.toggled.connect(self.rebuild_transfers)
layout.addWidget(self.transfer_panel)
self.submit_button = QPushButton("Create Transfer Order", parent=self)
self.submit_button.clicked.connect(self.on_submit)
self.submit_button.setProperty("style", "start-button")
layout.addWidget(self.submit_button)
def rebuild_transfers(self) -> None:
# Rebuild the transfer panel to reset everything. It's easier to recreate the
# panel itself than to clear the grid layout in the panel.
self.layout().removeWidget(self.transfer_panel)
self.layout().removeWidget(self.submit_button)
self.transfer_panel = ScrollingUnitTransferGrid(
self.origin,
airlift=self.dest_panel.airlift.isChecked(),
airlift_capacity=self.airlift_capacity,
game_model=self.game_model,
)
self.layout().addWidget(self.transfer_panel)
self.layout().addWidget(self.submit_button)
def on_submit(self) -> None:
destination = self.dest_panel.current
supply_route = SupplyRoute.for_control_point(self.origin)
if not self.dest_panel.airlift.isChecked() and destination not in supply_route:
QMessageBox.critical(
self,
"Could not create transfer",
f"Transfers from {self.origin} to {destination} require airlift.",
QMessageBox.Ok,
)
return
transfers = {}
for unit_type, count in self.transfer_panel.transfers.items():
if not count:
continue
logging.info(
f"Transferring {count} {unit_type.id} from {self.origin} to "
f"{destination}"
)
transfers[unit_type] = count
if self.dest_panel.airlift.isChecked():
planner = AirliftPlanner(
self.game_model.game,
self.origin,
destination,
transfers,
)
planner.create_package_for_airlift()
else:
transfer = RoadTransferOrder(
player=True,
origin=self.origin,
destination=destination,
units=transfers,
)
self.game_model.transfer_model.new_transfer(transfer)
self.close()