mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Removed some dead code.
This commit is contained in:
parent
e16db60d0f
commit
283cfd1ce9
@ -38,20 +38,7 @@ class FrontlineAttackEvent(Event):
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return "Frontline attack"
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def is_successfull(self, debriefing: Debriefing):
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if self.game.player_name == self.attacker_name:
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attacker_country = self.game.player_country
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defender_country = self.game.enemy_country
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else:
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attacker_country = self.game.enemy_country
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defender_country = self.game.player_country
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# TODO : Rework
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#alive_attackers = sum([v for k, v in debriefing.alive_units.get(attacker_country, {}).items() if db.unit_task(k) == PinpointStrike])
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#alive_defenders = sum([v for k, v in debriefing.alive_units.get(defender_country, {}).items() if db.unit_task(k) == PinpointStrike])
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#attackers_success = (float(alive_attackers) / (alive_defenders + 0.01)) > self.SUCCESS_FACTOR
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attackers_success = True
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if self.from_cp.captured:
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return attackers_success
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else:
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@ -65,46 +52,20 @@ class FrontlineAttackEvent(Event):
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self.to_cp.base.affect_strength(-0.1)
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def player_attacking(self, flights: db.TaskForceDict):
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# assert CAS in flights and CAP in flights and len(flights) == 2, "Invalid flights"
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op = FrontlineAttackOperation(game=self.game,
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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from_cp=self.from_cp,
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departure_cp=self.departure_cp,
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to_cp=self.to_cp)
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defenders = self.to_cp.base.assemble_attack()
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max_attackers = int(math.ceil(sum(defenders.values()) * self.ATTACKER_DEFENDER_FACTOR))
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attackers = db.unitdict_restrict_count(self.from_cp.base.assemble_attack(), max_attackers)
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op.setup(defenders=defenders,
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attackers=attackers,
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strikegroup=flights[CAS],
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escort=flights[CAP],
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interceptors=assigned_units_from(self.to_cp.base.scramble_interceptors(1)))
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self.operation = op
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def player_defending(self, flights: db.TaskForceDict):
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# assert CAP in flights and len(flights) == 1, "Invalid flights"
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op = FrontlineAttackOperation(game=self.game,
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attacker_name=self.attacker_name,
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defender_name=self.defender_name,
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from_cp=self.from_cp,
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departure_cp=self.departure_cp,
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to_cp=self.to_cp)
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defenders = self.to_cp.base.assemble_attack()
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max_attackers = int(math.ceil(sum(defenders.values())))
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attackers = db.unitdict_restrict_count(self.from_cp.base.assemble_attack(), max_attackers)
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op.setup(defenders=defenders,
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attackers=attackers,
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strikegroup=assigned_units_from(self.from_cp.base.scramble_cas(1)),
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escort=assigned_units_from(self.from_cp.base.scramble_sweep(1)),
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interceptors=flights[CAP])
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self.operation = op
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@ -14,19 +14,6 @@ class FrontlineAttackOperation(Operation):
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attackers = None # type: db.ArmorDict
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defenders = None # type: db.ArmorDict
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def setup(self,
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defenders: db.ArmorDict,
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attackers: db.ArmorDict,
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strikegroup: db.AssignedUnitsDict,
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escort: db.AssignedUnitsDict,
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interceptors: db.AssignedUnitsDict):
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self.strikegroup = strikegroup
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self.escort = escort
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self.interceptors = interceptors
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self.defenders = defenders
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self.attackers = attackers
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def prepare(self, terrain: Terrain, is_quick: bool):
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super(FrontlineAttackOperation, self).prepare(terrain, is_quick)
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if self.defender_name == self.game.player_name:
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@ -15,7 +15,6 @@ from game.event import UnitsDeliveryEvent, Event, ControlPointType
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from gen import Conflict
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from qt_ui.widgets.map.QLiberationScene import QLiberationScene
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from qt_ui.widgets.map.QMapControlPoint import QMapControlPoint
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from qt_ui.widgets.map.QMapEvent import QMapEvent
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from qt_ui.widgets.map.QMapGroundObject import QMapGroundObject
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from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
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from theater import ControlPoint
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@ -1,56 +0,0 @@
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from PySide2.QtGui import QPen, Qt
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from PySide2.QtWidgets import QGraphicsRectItem, QGraphicsSceneMouseEvent, QGraphicsSceneHoverEvent
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import qt_ui.uiconstants as CONST
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from game.event import Event, UnitsDeliveryEvent
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from qt_ui.windows.QBriefingWindow import QBriefingWindow
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class QMapEvent(QGraphicsRectItem):
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def __init__(self, parent, x: float, y: float, w: float, h: float, gameEvent: Event):
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super(QMapEvent, self).__init__(x, y, w, h)
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self.gameEvent = gameEvent
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self.parent = parent
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self.setAcceptHoverEvents(True)
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self.setZValue(2)
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self.setToolTip(str(self.gameEvent))
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self.playable = not isinstance(self.gameEvent, UnitsDeliveryEvent)
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def paint(self, painter, option, widget=None):
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playerColor = self.game.get_player_color()
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enemyColor = self.game.get_enemy_color()
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if self.parent.get_display_rule("events"):
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painter.save()
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if self.gameEvent.is_player_attacking:
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painter.setPen(QPen(brush=CONST.COLORS[playerColor]))
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painter.setBrush(CONST.COLORS[playerColor])
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else:
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painter.setPen(QPen(brush=CONST.COLORS[enemyColor]))
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painter.setBrush(CONST.COLORS[enemyColor])
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if self.isUnderMouse() and self.playable:
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painter.setBrush(CONST.COLORS["white"])
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painter.drawRect(option.rect)
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painter.drawPixmap(option.rect, CONST.EVENT_ICONS[self.gameEvent.__class__])
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painter.restore()
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def mousePressEvent(self, event:QGraphicsSceneMouseEvent):
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if self.parent.get_display_rule("events"):
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self.openBriefing()
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def hoverEnterEvent(self, event: QGraphicsSceneHoverEvent):
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self.update()
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if self.playable:
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self.setCursor(Qt.PointingHandCursor)
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def openBriefing(self):
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if self.playable:
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self.briefing = QBriefingWindow(self.gameEvent)
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self.briefing.show()
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@ -1,283 +0,0 @@
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import os
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from PySide2.QtGui import QWindow
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from PySide2.QtWidgets import QHBoxLayout, QLabel, QWidget, QDialog, QVBoxLayout, QGridLayout, QGroupBox, QCheckBox, \
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QSpinBox, QPushButton, QMessageBox, QComboBox
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from pip._internal.utils import typing
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from game.game import AWACS_BUDGET_COST, PinpointStrike, db, Event, FrontlineAttackEvent, Task, \
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UnitType
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from qt_ui.windows.QWaitingForMissionResultWindow import QWaitingForMissionResultWindow
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from userdata.persistency import base_path
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import qt_ui.uiconstants as CONST
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class QBriefingWindow(QDialog):
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def __init__(self, gameEvent: Event):
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super(QBriefingWindow, self).__init__()
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self.gameEvent = gameEvent
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self.setWindowTitle("Briefing : " + str(gameEvent))
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self.setMinimumSize(200,200)
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self.setWindowIcon(CONST.EVENT_ICONS[self.gameEvent.__class__])
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self.setModal(True)
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self.game = self.gameEvent.game
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if self.gameEvent.attacker_name == self.game.player_name:
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self.base = self.gameEvent.from_cp.base
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self.playerFromCp = self.gameEvent.from_cp
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else:
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self.base = self.gameEvent.to_cp.base
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self.playerFromCp = self.gameEvent.to_cp
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self.scramble_entries = {k: {} for k in self.gameEvent.tasks}
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self.initUi()
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def initUi(self):
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self.layout = QVBoxLayout()
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self.depart_box = QGroupBox("Departure")
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self.depart_layout = QHBoxLayout()
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self.depart_box.setLayout(self.depart_layout)
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self.depart_from_label = QLabel("Depart from : ")
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self.depart_from = QComboBox()
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for i, cp in enumerate([b for b in self.game.theater.controlpoints if b.captured]):
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self.depart_from.addItem(str(cp.name), cp)
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if cp.name == self.playerFromCp.name:
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self.depart_from.setCurrentIndex(i)
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self.depart_from.currentTextChanged.connect(self.on_departure_cp_changed)
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self.depart_layout.addWidget(self.depart_from_label)
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self.depart_layout.addWidget(self.depart_from)
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# Mission Description
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self.gridLayout = QGridLayout()
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self.initUnitRows()
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self.scramble_box = QGroupBox("Units")
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self.scramble_box.setLayout(self.gridLayout)
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self.action_layout = QHBoxLayout()
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self.commit_button = QPushButton("Commit")
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self.back_button = QPushButton("Cancel")
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self.commit_button.clicked.connect(self.start)
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self.back_button.clicked.connect(self.close)
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self.action_layout.addWidget(self.commit_button)
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self.action_layout.addWidget(self.back_button)
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self.support_box = self.initSupportBox()
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self.layout.addWidget(QLabel("<h2>{} on {}</h2>".format(self.gameEvent, self.gameEvent.to_cp.name)))
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self.layout.addWidget(self.depart_box)
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self.layout.addWidget(self.scramble_box)
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self.layout.addWidget(self.support_box)
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self.layout.addWidget(QLabel("<b>Ready?</b>"))
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self.layout.addLayout(self.action_layout)
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self.setLayout(self.layout)
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def initUnitRows(self):
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row = 0
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def header(text, row):
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self.gridLayout.addWidget(QLabel("<b>" + text + "</b>"), row, 0, 1, 2)
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def scramble_row(task_type, unit_type, unit_count, client_slots: bool, row: int):
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unit_name = QLabel("{} ({})".format(db.unit_type_name(unit_type), unit_count))
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self.gridLayout.addWidget(unit_name, row, 0)
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scramble_entry = QSpinBox()
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self.gridLayout.addWidget(scramble_entry, row, 1)
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if client_slots:
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client_entry = QSpinBox()
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self.gridLayout.addWidget(client_entry, row, 2)
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else:
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client_entry = None
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self.scramble_entries[task_type][unit_type] = scramble_entry, client_entry
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# Table headers
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self.gridLayout.addWidget(QLabel("Amount"), row, 1)
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self.gridLayout.addWidget(QLabel("Client slots"), row, 2)
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row += 1
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for flight_task in self.gameEvent.tasks:
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header("{}:".format(self.gameEvent.flight_name(flight_task)), row)
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row += 1
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if flight_task == PinpointStrike:
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if not self.base.armor:
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self.gridLayout.addWidget(QLabel("No units"), row, 1)
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row += 1
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for t, c in self.base.armor.items():
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scramble_row(flight_task, t, c, False, row)
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row += 1
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else:
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if not self.base.aircraft:
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self.gridLayout.addWidget(QLabel("No units"), row, 1)
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row += 1
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for t, c in self.base.aircraft.items():
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scramble_row(flight_task, t, c, t.flyable, row)
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row += 1
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return self.gridLayout
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def initSupportBox(self):
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self.support_box = QGroupBox("Support")
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self.support_layout = QGridLayout()
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self.support_box.setLayout(self.support_layout)
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self.awacs_label = QLabel("AWACS ({}m)".format(AWACS_BUDGET_COST))
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self.awacs_checkbox = QCheckBox()
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self.ca_slot_label = QLabel("Combined Arms Slots")
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self.ca_slot_entry = QSpinBox()
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self.ca_slot_entry.setValue(0)
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self.ca_slot_entry.setMinimum(0)
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self.ca_slot_entry.setMaximum(32)
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self.support_layout.addWidget(self.awacs_label, 0, 0)
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self.support_layout.addWidget(self.awacs_checkbox, 0, 1)
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self.support_layout.addWidget(self.ca_slot_label, 1, 0)
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self.support_layout.addWidget(self.ca_slot_entry, 1, 1)
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return self.support_box
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def initWaitingForResults(self):
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layout = QVBoxLayout()
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layout.addWidget(QLabel("<b>You are clear for takeoff</b>"))
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layout.addWidget(QLabel("In DCS open and play the mission : "))
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layout.addWidget(QLabel("<i>liberation_nextturn</i>"))
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layout.addWidget(QLabel("or"))
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layout.addWidget(QLabel("<i>liberation_nextturn_quick</i>"))
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layout.addWidget(QLabel("<b>Then save the debriefing to folder :</b>"))
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layout.addWidget(QLabel("Then save the debriefing to the folder:"))
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layout.addWidget(QLabel("<i>" + self.debriefing_directory_location() + "</i>"))
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layout.addWidget(QLabel("Waiting for results..."))
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# layout.addWidget(QLabel("In DCS open and play the mission : "))
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# layout.addWidget(QLabel("<b>You are clear for takeoff</b>"))
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self.setLayout(layout)
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pass
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def debriefing_directory_location(self) -> str:
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return os.path.join(base_path(), "liberation_debriefings")
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def start(self):
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if self.awacs_checkbox.isChecked() == 1:
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self.gameEvent.is_awacs_enabled = True
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self.game.awacs_expense_commit()
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else:
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self.gameEvent.is_awacs_enabled = False
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ca_slot_entry_value = self.ca_slot_entry.value()
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try:
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ca_slots = int(ca_slot_entry_value and ca_slot_entry_value or "0")
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except:
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ca_slots = 0
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self.gameEvent.ca_slots = ca_slots
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# Resolve Departure CP
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self.gameEvent.departure_cp = self.depart_from.itemData(self.depart_from.currentIndex())
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flights = {k: {} for k in self.gameEvent.tasks} # type: db.TaskForceDict
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units_scramble_counts = {} # type: typing.Dict[typing.Type[UnitType], int]
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tasks_scramble_counts = {} # type: typing.Dict[typing.Type[Task], int]
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tasks_clients_counts = {} # type: typing.Dict[typing.Type[Task], int]
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def dampen_count(unit_type, count: int) -> int:
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nonlocal units_scramble_counts
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total_count = self.base.total_units_of_type(unit_type)
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total_scrambled = units_scramble_counts.get(unit_type, 0)
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dampened_value = count if count + total_scrambled < total_count else total_count - total_scrambled
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units_scramble_counts[unit_type] = units_scramble_counts.get(unit_type, 0) + dampened_value
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return dampened_value
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for task_type, dict in self.scramble_entries.items():
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for unit_type, (count_entry, clients_entry) in dict.items():
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try:
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count = int(count_entry.value())
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except:
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count = 0
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try:
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clients_count = int(clients_entry and clients_entry.value() or 0)
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except:
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clients_count = 0
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dampened_count = dampen_count(unit_type, count)
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tasks_clients_counts[task_type] = tasks_clients_counts.get(task_type, 0) + clients_count
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tasks_scramble_counts[task_type] = tasks_scramble_counts.get(task_type, 0) + dampened_count
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flights[task_type][unit_type] = dampened_count, clients_count
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for task in self.gameEvent.ai_banned_tasks:
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if tasks_clients_counts.get(task, 0) == 0 and tasks_scramble_counts.get(task, 0) > 0:
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self.showErrorMessage("Need at least one player in flight {}".format(self.gameEvent.flight_name(task)))
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return
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for task in self.gameEvent.player_banned_tasks:
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if tasks_clients_counts.get(task, 0) != 0:
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self.showErrorMessage("Players are not allowed on flight {}".format(self.gameEvent.flight_name(task)))
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return
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if self.game.is_player_attack(self.gameEvent):
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if isinstance(self.gameEvent, FrontlineAttackEvent):
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if self.base.total_armor == 0:
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self.showErrorMessage("No ground vehicles available to attack!")
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return
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self.gameEvent.player_attacking(flights)
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else:
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if isinstance(self.gameEvent, FrontlineAttackEvent):
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if self.gameEvent.to_cp.base.total_armor == 0:
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self.showErrorMessage("No ground vehicles available to defend!")
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return
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self.gameEvent.player_defending(flights)
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self.game.initiate_event(self.gameEvent)
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waiting = QWaitingForMissionResultWindow(self.gameEvent, self.game)
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waiting.show()
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self.close()
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def showErrorMessage(self, text):
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about = QMessageBox()
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about.setWindowTitle("Error")
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about.setIcon(QMessageBox.Icon.Critical)
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about.setText(text)
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about.exec_()
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def on_departure_cp_changed(self):
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selectedBase = self.depart_from.itemData(self.depart_from.currentIndex())
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for i, cp in enumerate([b for b in self.game.theater.controlpoints if b.captured]):
|
||||
if cp.name == selectedBase.name:
|
||||
self.base = cp.base
|
||||
self.playerFromCp = cp
|
||||
break
|
||||
|
||||
# Clear current selection
|
||||
self.scramble_entries = {k: {} for k in self.gameEvent.tasks}
|
||||
|
||||
# Clear the grid layout
|
||||
for i in reversed(range(self.gridLayout.count())):
|
||||
self.gridLayout.itemAt(i).widget().setParent(None)
|
||||
|
||||
# Rebuild the grid layout, so that it correspond to the newly selected CP
|
||||
self.initUnitRows()
|
||||
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Reference in New Issue
Block a user