195 lines
6.9 KiB
Python

import logging
from typing import Optional
from PySide2.QtCore import Signal, QModelIndex
from PySide2.QtWidgets import (
QLabel,
QGroupBox,
QSpinBox,
QGridLayout,
QComboBox,
QHBoxLayout,
QCheckBox,
)
from game import Game
from game.squadrons import Pilot
from gen.flights.flight import Flight
from qt_ui.models import PackageModel
class PilotSelector(QComboBox):
available_pilots_changed = Signal()
def __init__(self, flight: Flight, idx: int) -> None:
super().__init__()
self.flight = flight
self.pilot_index = idx
self.rebuild(initial_build=True)
@staticmethod
def text_for(pilot: Pilot) -> str:
return pilot.name
def _do_rebuild(self) -> None:
self.clear()
if self.pilot_index >= self.flight.count:
self.addItem("No aircraft", None)
self.setDisabled(True)
return
self.setEnabled(True)
self.addItem("Unassigned", None)
choices = list(self.flight.squadron.available_pilots)
current_pilot = self.flight.pilots[self.pilot_index]
if current_pilot is not None:
choices.append(current_pilot)
# Put players first, otherwise alphabetically.
for pilot in sorted(choices, key=lambda p: (not p.player, p.name)):
self.addItem(self.text_for(pilot), pilot)
if current_pilot is None:
self.setCurrentText("Unassigned")
return
self.setCurrentText(self.text_for(current_pilot))
self.currentIndexChanged.connect(self.replace_pilot)
def rebuild(self, initial_build: bool = False) -> None:
current_selection = self.currentData()
# The contents of the selector depend on the selection of the other selectors
# for the flight, so changing the selection of one causes each selector to
# rebuild. A rebuild causes a selection change, so if we don't block signals
# during a rebuild we'll never stop rebuilding. Block signals during the rebuild
# and emit signals if anything actually changes afterwards.
self.blockSignals(True)
try:
self._do_rebuild()
finally:
self.blockSignals(False)
new_selection = self.currentData()
if not initial_build and current_selection != new_selection:
self.currentIndexChanged.emit(self.currentIndex())
self.currentTextChanged.emit(self.currentText())
def replace_pilot(self, index: QModelIndex) -> None:
if self.itemText(index) == "No aircraft":
# The roster resize is handled separately, so we have no pilots to remove.
return
pilot = self.itemData(index)
if pilot == self.flight.pilots[self.pilot_index]:
return
self.flight.set_pilot(self.pilot_index, pilot)
self.available_pilots_changed.emit()
class PilotControls(QHBoxLayout):
def __init__(self, flight: Flight, idx: int) -> None:
super().__init__()
self.flight = flight
self.pilot_index = idx
self.selector = PilotSelector(flight, idx)
self.addWidget(self.selector)
self.player_checkbox = QCheckBox()
self.player_checkbox.setToolTip("Checked if this pilot is a player.")
self.addWidget(self.player_checkbox)
self.reset()
self.player_checkbox.toggled.connect(self.toggle_player_state)
@property
def pilot(self) -> Optional[Pilot]:
if self.pilot_index >= self.flight.count:
return None
return self.flight.pilots[self.pilot_index]
def toggle_player_state(self, checked: bool) -> None:
pilot = self.pilot
if pilot is None:
logging.error("Cannot toggle state of a pilot when none is selected")
return
pilot.player = checked
def reset(self, initial: bool = False) -> None:
if not initial:
self.selector.rebuild()
self.blockSignals(True)
try:
pilot = self.pilot
if pilot is None:
self.player_checkbox.setChecked(False)
self.player_checkbox.setEnabled(False)
return
self.player_checkbox.setEnabled(True)
self.player_checkbox.setChecked(self.pilot.player)
finally:
self.blockSignals(False)
class QFlightSlotEditor(QGroupBox):
def __init__(self, package_model: PackageModel, flight: Flight, game: Game):
super().__init__("Slots")
self.package_model = package_model
self.flight = flight
self.game = game
self.inventory = self.game.aircraft_inventory.for_control_point(flight.from_cp)
available = self.inventory.available(self.flight.unit_type)
max_count = self.flight.count + available
if max_count > 4:
max_count = 4
layout = QGridLayout()
self.aircraft_count = QLabel("Aircraft count:")
self.aircraft_count_spinner = QSpinBox()
self.aircraft_count_spinner.setMinimum(1)
self.aircraft_count_spinner.setMaximum(max_count)
self.aircraft_count_spinner.setValue(flight.count)
self.aircraft_count_spinner.valueChanged.connect(self._changed_aircraft_count)
layout.addWidget(self.aircraft_count, 0, 0)
layout.addWidget(self.aircraft_count_spinner, 0, 1)
layout.addWidget(QLabel("Squadron:"), 1, 0)
layout.addWidget(QLabel(str(self.flight.squadron)), 1, 1)
layout.addWidget(QLabel("Assigned pilots:"), 2, 0)
self.pilot_controls = []
for pilot_idx, row in enumerate(range(2, 6)):
controls = PilotControls(self.flight, pilot_idx)
controls.selector.available_pilots_changed.connect(
self.reset_pilot_selectors
)
self.pilot_controls.append(controls)
layout.addLayout(controls, row, 1)
self.setLayout(layout)
def reset_pilot_selectors(self) -> None:
for controls in self.pilot_controls:
controls.reset()
def _changed_aircraft_count(self):
self.game.aircraft_inventory.return_from_flight(self.flight)
new_count = int(self.aircraft_count_spinner.value())
try:
self.game.aircraft_inventory.claim_for_flight(self.flight)
except ValueError:
# The UI should have prevented this, but if we ran out of aircraft
# then roll back the inventory change.
difference = new_count - self.flight.count
available = self.inventory.available(self.flight.unit_type)
logging.error(
f"Could not add {difference} additional aircraft to "
f"{self.flight} because {self.flight.departure} has only "
f"{available} {self.flight.unit_type} remaining"
)
self.game.aircraft_inventory.claim_for_flight(self.flight)
return
self.flight.resize(new_count)
self.reset_pilot_selectors()