mirror of
https://github.com/dcs-liberation/dcs_liberation.git
synced 2025-11-10 14:22:26 +00:00
This adds the models and UIs for creating ground unit transfer orders. Most of the feature is still missing: * The AI doesn't do them. * Transfers can move across the whole map in one turn. * Transfers between disconnected bases are allowed. * Transfers are not modeled in the simulation, so they can't be interdicted. https://github.com/Khopa/dcs_liberation/issues/824
201 lines
6.4 KiB
Python
201 lines
6.4 KiB
Python
import logging
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from typing import Callable, Set, Type
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from PySide2.QtCore import Qt
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from PySide2.QtWidgets import (
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QFrame,
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QGridLayout,
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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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QScrollArea,
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QSizePolicy,
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QSpacerItem,
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QVBoxLayout,
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QWidget,
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)
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from dcs.unittype import FlyingType, 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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BUDGET_FORMAT = "Available Budget: <b>${:.2f}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.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(
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self,
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unit_type: Type[UnitType],
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layout: QLayout,
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row: int,
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disabled: bool = False,
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) -> 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(
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"<b>"
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+ db.unit_get_expanded_info(
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self.game_model.game.player_country, unit_type, "name"
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)
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+ "</b>"
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)
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unitName.setSizePolicy(
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QSizePolicy(QSizePolicy.Expanding, QSizePolicy.Expanding)
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)
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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(
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QSpacerItem(20, 0, QSizePolicy.Minimum, QSizePolicy.Minimum)
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)
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existLayout.addWidget(existing_units)
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existLayout.addItem(
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QSpacerItem(20, 0, QSizePolicy.Minimum, QSizePolicy.Minimum)
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)
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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(
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"<b>{}</b>".format(
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unit_type in self.pending_deliveries.units
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and "{}".format(self.pending_deliveries.units[unit_type])
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or "0"
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)
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)
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self.existing_units_labels[unit_type].setText(
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"<b>{}</b>".format(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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