Esempio n. 1
0
    def init_ui(self):
        self.header = QLabel()
        path = os.path.join("./resources/ui/units/buildings/" + self.building.dcs_identifier + ".png")
        if self.building.is_dead:
            pixmap = QPixmap("./resources/ui/units/buildings/dead.png")
        elif os.path.isfile(path):
            pixmap = QPixmap(path)
        else:
            pixmap = QPixmap("./resources/ui/units/buildings/missing.png")
        self.header.setPixmap(pixmap)
        name = "<b>{}</b> {}".format(self.building.dcs_identifier[0:18], "[DEAD]" if self.building.is_dead else "")
        self.name = QLabel(name)
        self.name.setProperty("style", "small")
        layout = QVBoxLayout()
        layout.addWidget(self.header)
        layout.addWidget(self.name)

        if self.building.category in REWARDS.keys():
            income_label_text = 'Value: ' + str(REWARDS[self.building.category]) + "M"
            if self.building.is_dead:
                income_label_text = '<s>' + income_label_text + '</s>'
            self.reward = QLabel(income_label_text)
            layout.addWidget(self.reward)

        footer = QHBoxLayout()
        self.setLayout(layout)
 def production_per_turn(self) -> int:
     production = 0
     for building in self.buildings:
         if building.is_dead:
             continue
         if building.category in REWARDS.keys():
             production += REWARDS[building.category]
     return production
Esempio n. 3
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 def budget_reward_amount(self):
     reward = 0
     if len(self.theater.player_points()) > 0:
         reward = PLAYER_BUDGET_BASE * len(self.theater.player_points())
         for cp in self.theater.player_points():
             for g in cp.ground_objects:
                 if g.category in REWARDS.keys():
                     reward = reward + REWARDS[g.category]
         return reward
     else:
         return reward
    def doLayout(self):

        self.update_total_value()
        self.intelBox = QGroupBox("Units :")
        self.intelLayout = QGridLayout()
        i = 0
        for g in self.ground_object.groups:
            if not hasattr(g, "units_losts"):
                g.units_losts = []
            for unit in g.units:
                unit_display_name = unit.type
                dcs_unit_type = vehicles.vehicle_map.get(unit.type)
                if dcs_unit_type is not None:
                    # Hack: Don't know which variant is used.
                    try:
                        unit_display_name = next(
                            GroundUnitType.for_dcs_type(dcs_unit_type)
                        ).name
                    except StopIteration:
                        pass
                self.intelLayout.addWidget(
                    QLabel(
                        "<b>Unit #"
                        + str(unit.id)
                        + " - "
                        + str(unit_display_name)
                        + "</b>"
                    ),
                    i,
                    0,
                )
                i = i + 1

            for unit in g.units_losts:
                dcs_unit_type = vehicles.vehicle_map.get(unit.type)
                if dcs_unit_type is None:
                    continue

                # Hack: Don't know which variant is used.

                try:
                    unit_type = next(GroundUnitType.for_dcs_type(dcs_unit_type))
                    name = unit_type.name
                    price = unit_type.price
                except StopIteration:
                    name = dcs_unit_type.name
                    price = 0

                self.intelLayout.addWidget(
                    QLabel(f"<b>Unit #{unit.id} - {name}</b> [DEAD]"), i, 0
                )
                if self.cp.captured:
                    repair = QPushButton(f"Repair [{price}M]")
                    repair.setProperty("style", "btn-success")
                    repair.clicked.connect(
                        lambda u=unit, g=g, p=unit_type.price: self.repair_unit(g, u, p)
                    )
                    self.intelLayout.addWidget(repair, i, 1)
                i = i + 1
        stretch = QVBoxLayout()
        stretch.addStretch()
        self.intelLayout.addLayout(stretch, i, 0)

        self.buildingBox = QGroupBox("Buildings :")
        self.buildingsLayout = QGridLayout()

        j = 0
        total_income = 0
        received_income = 0
        for i, building in enumerate(self.buildings):
            if building.dcs_identifier not in FORTIFICATION_BUILDINGS:
                self.buildingsLayout.addWidget(
                    QBuildingInfo(building, self.ground_object), j / 3, j % 3
                )
                j = j + 1

            if building.category in REWARDS.keys():
                total_income = total_income + REWARDS[building.category]
                if not building.is_dead:
                    received_income = received_income + REWARDS[building.category]
            else:
                logging.warning(building.category + " not in REWARDS")

        self.financesBox = QGroupBox("Finances: ")
        self.financesBoxLayout = QGridLayout()
        self.financesBoxLayout.addWidget(
            QLabel("Available: " + str(total_income) + "M"), 2, 1
        )
        self.financesBoxLayout.addWidget(
            QLabel("Receiving: " + str(received_income) + "M"), 2, 2
        )

        self.financesBox.setLayout(self.financesBoxLayout)
        self.buildingBox.setLayout(self.buildingsLayout)
        self.intelBox.setLayout(self.intelLayout)
Esempio n. 5
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    def _enemy_reinforcement(self):
        """
        Compute and commision reinforcement for enemy bases
        """

        MAX_ARMOR = 30 * self.settings.multiplier
        MAX_AIRCRAFT = 25 * self.settings.multiplier

        production = 0.0
        for enemy_point in self.theater.enemy_points():
            for g in enemy_point.ground_objects:
                if g.category in REWARDS.keys():
                    production = production + REWARDS[g.category]

        production = production * 0.75
        budget_for_armored_units = production / 2
        budget_for_aircraft = production / 2

        potential_cp_armor = []
        for cp in self.theater.enemy_points():
            for cpe in cp.connected_points:
                if cpe.captured and cp.base.total_armor < MAX_ARMOR:
                    potential_cp_armor.append(cp)
        if len(potential_cp_armor) == 0:
            potential_cp_armor = self.theater.enemy_points()

        i = 0
        potential_units = [
            u for u in db.FACTIONS[self.enemy_name]["units"]
            if u in db.UNIT_BY_TASK[PinpointStrike]
        ]

        print("Enemy Recruiting")
        print(potential_cp_armor)
        print(budget_for_armored_units)
        print(potential_units)

        if len(potential_units) > 0 and len(potential_cp_armor) > 0:
            while budget_for_armored_units > 0:
                i = i + 1
                if i > 50 or budget_for_armored_units <= 0:
                    break
                target_cp = random.choice(potential_cp_armor)
                if target_cp.base.total_armor >= MAX_ARMOR:
                    continue
                unit = random.choice(potential_units)
                price = db.PRICES[unit] * 2
                budget_for_armored_units -= price * 2
                target_cp.base.armor[unit] = target_cp.base.armor.get(unit,
                                                                      0) + 2
                info = Information("Enemy Reinforcement",
                                   unit.id + " x 2 at " + target_cp.name,
                                   self.turn)
                print(str(info))
                self.informations.append(info)

        if budget_for_armored_units > 0:
            budget_for_aircraft += budget_for_armored_units

        potential_units = [
            u for u in db.FACTIONS[self.enemy_name]["units"]
            if u in db.UNIT_BY_TASK[CAS] or u in db.UNIT_BY_TASK[CAP]
        ]
        if len(potential_units) > 0 and len(potential_cp_armor) > 0:
            while budget_for_aircraft > 0:
                i = i + 1
                if i > 50 or budget_for_aircraft <= 0:
                    break
                target_cp = random.choice(potential_cp_armor)
                if target_cp.base.total_planes >= MAX_AIRCRAFT:
                    continue
                unit = random.choice(potential_units)
                price = db.PRICES[unit] * 2
                budget_for_aircraft -= price * 2
                target_cp.base.aircraft[unit] = target_cp.base.aircraft.get(
                    unit, 0) + 2
                info = Information("Enemy Reinforcement",
                                   unit.id + " x 2 at " + target_cp.name,
                                   self.turn)
                print(str(info))
                self.informations.append(info)
Esempio n. 6
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    def doLayout(self):

        self.update_total_value()
        self.intelBox = QGroupBox("Units :")
        self.intelLayout = QGridLayout()
        i = 0
        for g in self.ground_object.groups:
            if not hasattr(g, "units_losts"):
                g.units_losts = []
            for u in g.units:
                self.intelLayout.addWidget(
                    QLabel("<b>Unit #" + str(u.id) + " - " + str(u.type) +
                           "</b>"), i, 0)
                i = i + 1

            for u in g.units_losts:

                utype = unit_type_of(u)
                if utype in PRICES:
                    price = PRICES[utype]
                else:
                    price = 6

                self.intelLayout.addWidget(
                    QLabel("<b>Unit #" + str(u.id) + " - " + str(u.type) +
                           "</b> [DEAD]"), i, 0)
                if self.cp.captured:
                    repair = QPushButton("Repair [" + str(price) + "M]")
                    repair.setProperty("style", "btn-success")
                    repair.clicked.connect(
                        lambda u=u, g=g, p=price: self.repair_unit(g, u, p))
                    self.intelLayout.addWidget(repair, i, 1)
                i = i + 1
        stretch = QVBoxLayout()
        stretch.addStretch()
        self.intelLayout.addLayout(stretch, i, 0)

        self.buildingBox = QGroupBox("Buildings :")
        self.buildingsLayout = QGridLayout()

        j = 0
        total_income = 0
        received_income = 0
        for i, building in enumerate(self.buildings):
            if building.dcs_identifier not in FORTIFICATION_BUILDINGS:
                self.buildingsLayout.addWidget(
                    QBuildingInfo(building, self.ground_object), j / 3, j % 3)
                j = j + 1

            if building.category in REWARDS.keys():
                total_income = total_income + REWARDS[building.category]
                if not building.is_dead:
                    received_income = received_income + REWARDS[
                        building.category]
            else:
                logging.warning(building.category + " not in REWARDS")

        self.financesBox = QGroupBox("Finances: ")
        self.financesBoxLayout = QGridLayout()
        self.financesBoxLayout.addWidget(
            QLabel("Available: " + str(total_income) + "M"), 2, 1)
        self.financesBoxLayout.addWidget(
            QLabel("Receiving: " + str(received_income) + "M"), 2, 2)

        self.financesBox.setLayout(self.financesBoxLayout)
        self.buildingBox.setLayout(self.buildingsLayout)
        self.intelBox.setLayout(self.intelLayout)
Esempio n. 7
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 def production_per_turn(self) -> int:
     production = 0
     for g in self.control_point.ground_objects:
         if g.category in REWARDS.keys():
             production += REWARDS[g.category]
     return production