dcs_liberation/qt_ui/windows/basemenu/QRecruitBehaviour.py
Simon Clark c740c8304b
Adds prettier user-facing aircraft names. (#726)
This makes the names of the aircraft displayed to the player in the UI more verbose and readable.

It allows allows specific countries to display an aircraft's name differently. An example of this would be the JF-17 Thunder, which is known in China as the FC-1 Fierce Dragon - this now displays correctly in the Liberation UI.
2021-01-05 13:21:38 -08:00

159 lines
5.4 KiB
Python

import logging
from typing import Type
from PySide2.QtWidgets import (
QGroupBox,
QHBoxLayout,
QLabel,
QLayout,
QPushButton,
QSizePolicy,
QSpacerItem,
)
from dcs.unittype import UnitType
from game import db
from game.event import UnitsDeliveryEvent
from game.theater import ControlPoint
from qt_ui.models import GameModel
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
class QRecruitBehaviour:
game_model: GameModel
cp: ControlPoint
existing_units_labels = None
bought_amount_labels = None
maximum_units = -1
recruitable_types = []
BUDGET_FORMAT = "Available Budget: <b>${}M</b>"
def __init__(self) -> None:
self.bought_amount_labels = {}
self.existing_units_labels = {}
self.recruitable_types = []
self.update_available_budget()
@property
def pending_deliveries(self) -> UnitsDeliveryEvent:
return self.cp.pending_unit_deliveries
@property
def budget(self) -> int:
return self.game_model.game.budget
@budget.setter
def budget(self, value: int) -> None:
self.game_model.game.budget = value
def add_purchase_row(self, unit_type: Type[UnitType], layout: QLayout,
row: int, disabled: bool = False) -> int:
exist = QGroupBox()
exist.setProperty("style", "buy-box")
exist.setMaximumHeight(36)
exist.setMinimumHeight(36)
existLayout = QHBoxLayout()
exist.setLayout(existLayout)
existing_units = self.cp.base.total_units_of_type(unit_type)
scheduled_units = self.pending_deliveries.units.get(unit_type, 0)
unitName = QLabel("<b>" + db.unit_pretty_name(self.game_model.game.player_country, unit_type) + "</b>")
unitName.setSizePolicy(QSizePolicy(QSizePolicy.Expanding, QSizePolicy.Expanding))
existing_units = QLabel(str(existing_units))
existing_units.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed))
amount_bought = QLabel("<b>{}</b>".format(str(scheduled_units)))
amount_bought.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed))
self.existing_units_labels[unit_type] = existing_units
self.bought_amount_labels[unit_type] = amount_bought
price = QLabel("<b>$ {:02d}</b> m".format(db.PRICES[unit_type]))
price.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed))
buysell = QGroupBox()
buysell.setProperty("style", "buy-box")
buysell.setMaximumHeight(36)
buysell.setMinimumHeight(36)
buysellayout = QHBoxLayout()
buysell.setLayout(buysellayout)
buy = QPushButton("+")
buy.setProperty("style", "btn-buy")
buy.setDisabled(disabled)
buy.setMinimumSize(16, 16)
buy.setMaximumSize(16, 16)
buy.clicked.connect(lambda: self.buy(unit_type))
buy.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed))
sell = QPushButton("-")
sell.setProperty("style", "btn-sell")
sell.setDisabled(disabled)
sell.setMinimumSize(16, 16)
sell.setMaximumSize(16, 16)
sell.setSizePolicy(QSizePolicy(QSizePolicy.Fixed, QSizePolicy.Fixed))
sell.clicked.connect(lambda: self.sell(unit_type))
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)
buysellayout.addWidget(sell)
buysellayout.addWidget(amount_bought)
buysellayout.addWidget(buy)
layout.addWidget(exist, row, 1)
layout.addWidget(buysell, row, 2)
return row + 1
def _update_count_label(self, unit_type: Type[UnitType]):
self.bought_amount_labels[unit_type].setText("<b>{}</b>".format(
unit_type in self.pending_deliveries.units and "{}".format(self.pending_deliveries.units[unit_type]) or "0"
))
self.existing_units_labels[unit_type].setText("<b>{}</b>".format(
self.cp.base.total_units_of_type(unit_type)
))
def update_available_budget(self) -> None:
GameUpdateSignal.get_instance().updateBudget(self.game_model.game)
def buy(self, unit_type: Type[UnitType]):
price = db.PRICES[unit_type]
if self.budget >= price:
self.pending_deliveries.order({unit_type: 1})
self.budget -= price
else:
# TODO : display modal warning
logging.info("Not enough money !")
self._update_count_label(unit_type)
self.update_available_budget()
def sell(self, unit_type):
if self.pending_deliveries.available_next_turn(unit_type) > 0:
price = db.PRICES[unit_type]
self.budget += 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_count_label(unit_type)
self.update_available_budget()
def set_maximum_units(self, maximum_units):
"""
Set the maximum number of units that can be bought
"""
self.maximum_units = maximum_units
def set_recruitable_types(self, recruitables_types):
"""
Set the maximum number of units that can be bought
"""
self.recruitables_types = recruitables_types