mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Don't allow operating on broken runways.
Doesn't allow helos or harriers to do it either even though they should be able to because we don't currently support ground spawns, which would be needed to prevent those aircraft from using the runway. Even then, I don't know if they can be forced to *land* vertically. Fixes https://github.com/Khopa/dcs_liberation/issues/432
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parent
a1b64bc72d
commit
2bd673a531
@ -1223,7 +1223,7 @@ def unit_task(unit: UnitType) -> Optional[Task]:
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return None
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def find_unittype(for_task: Task, country_name: str) -> List[UnitType]:
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def find_unittype(for_task: Task, country_name: str) -> List[Type[UnitType]]:
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return [x for x in UNIT_BY_TASK[for_task] if x in FACTIONS[country_name].units]
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@ -59,14 +59,14 @@ class ControlPointAircraftInventory:
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return 0
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@property
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def types_available(self) -> Iterator[FlyingType]:
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def types_available(self) -> Iterator[Type[FlyingType]]:
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"""Iterates over all available aircraft types."""
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for aircraft, count in self.inventory.items():
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if count > 0:
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yield aircraft
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@property
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def all_aircraft(self) -> Iterator[Tuple[FlyingType, int]]:
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def all_aircraft(self) -> Iterator[Tuple[Type[FlyingType], int]]:
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"""Iterates over all available aircraft types, including amounts."""
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for aircraft, count in self.inventory.items():
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if count > 0:
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@ -106,12 +106,14 @@ class GlobalAircraftInventory:
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return self.inventories[control_point]
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@property
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def available_types_for_player(self) -> Iterator[FlyingType]:
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def available_types_for_player(self) -> Iterator[Type[FlyingType]]:
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"""Iterates over all aircraft types available to the player."""
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seen: Set[FlyingType] = set()
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seen: Set[Type[FlyingType]] = set()
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for control_point, inventory in self.inventories.items():
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if control_point.captured:
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for aircraft in inventory.types_available:
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if not control_point.can_operate(aircraft):
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continue
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if aircraft not in seen:
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seen.add(aircraft)
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yield aircraft
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@ -7,7 +7,7 @@ import re
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from abc import ABC, abstractmethod
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from dataclasses import dataclass, field
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from enum import Enum
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from typing import Dict, Iterator, List, Optional, TYPE_CHECKING
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from typing import Dict, Iterator, List, Optional, TYPE_CHECKING, Type
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from dcs.mapping import Point
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from dcs.ships import (
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@ -283,7 +283,7 @@ class ControlPoint(MissionTarget, ABC):
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self.stances[to.id] = CombatStance.DEFENSIVE
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@abstractmethod
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def has_runway(self) -> bool:
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def runway_is_operational(self) -> bool:
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"""
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Check whether this control point supports taking offs and landings.
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:return:
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@ -363,7 +363,7 @@ class ControlPoint(MissionTarget, ABC):
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BaseDefenseGenerator(game, self).generate()
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@abstractmethod
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def can_land(self, aircraft: FlyingType) -> bool:
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def can_operate(self, aircraft: Type[FlyingType]) -> bool:
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...
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def aircraft_transferring(self, game: Game) -> int:
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@ -437,8 +437,13 @@ class Airfield(ControlPoint):
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self.airport = airport
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self._runway_status = RunwayStatus()
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def can_land(self, aircraft: FlyingType) -> bool:
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return True
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def can_operate(self, aircraft: FlyingType) -> bool:
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# TODO: Allow helicopters.
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# Need to implement ground spawns so the helos don't use the runway.
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# TODO: Allow harrier.
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# Needs ground spawns just like helos do, but also need to be able to
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# limit takeoff weight to ~20500 lbs or it won't be able to take off.
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return self.runway_is_operational()
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def mission_types(self, for_player: bool) -> Iterator[FlightType]:
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from gen.flights.flight import FlightType
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@ -462,7 +467,7 @@ class Airfield(ControlPoint):
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def heading(self) -> int:
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return self.airport.runways[0].heading
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def has_runway(self) -> bool:
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def runway_is_operational(self) -> bool:
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return not self.runway_status.damaged
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@property
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@ -503,7 +508,7 @@ class NavalControlPoint(ControlPoint, ABC):
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def heading(self) -> int:
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return 0 # TODO compute heading
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def has_runway(self) -> bool:
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def runway_is_operational(self) -> bool:
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# Necessary because it's possible for the carrier itself to have sunk
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# while its escorts are still alive.
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for g in self.ground_objects:
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@ -525,7 +530,7 @@ class NavalControlPoint(ControlPoint, ABC):
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@property
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def runway_status(self) -> RunwayStatus:
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return RunwayStatus(damaged=not self.has_runway())
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return RunwayStatus(damaged=not self.runway_is_operational())
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@property
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def runway_can_be_repaired(self) -> bool:
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@ -548,7 +553,7 @@ class Carrier(NavalControlPoint):
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def is_carrier(self):
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return True
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def can_land(self, aircraft: FlyingType) -> bool:
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def can_operate(self, aircraft: FlyingType) -> bool:
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return aircraft in db.CARRIER_CAPABLE
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@property
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@ -571,7 +576,7 @@ class Lha(NavalControlPoint):
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def is_lha(self) -> bool:
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return True
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def can_land(self, aircraft: FlyingType) -> bool:
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def can_operate(self, aircraft: FlyingType) -> bool:
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return aircraft in db.LHA_CAPABLE
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@property
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@ -581,7 +586,7 @@ class Lha(NavalControlPoint):
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class OffMapSpawn(ControlPoint):
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def has_runway(self) -> bool:
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def runway_is_operational(self) -> bool:
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return True
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def __init__(self, cp_id: int, name: str, position: Point):
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@ -600,7 +605,7 @@ class OffMapSpawn(ControlPoint):
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def total_aircraft_parking(self) -> int:
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return 1000
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def can_land(self, aircraft: FlyingType) -> bool:
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def can_operate(self, aircraft: FlyingType) -> bool:
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return True
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@property
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@ -201,7 +201,7 @@ class AircraftAllocator:
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def find_aircraft_of_type(
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self, flight: ProposedFlight, types: List[Type[FlyingType]],
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) -> Optional[Tuple[ControlPoint, FlyingType]]:
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) -> Optional[Tuple[ControlPoint, Type[FlyingType]]]:
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airfields_in_range = self.closest_airfields.airfields_within(
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flight.max_distance
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)
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@ -210,6 +210,8 @@ class AircraftAllocator:
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continue
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inventory = self.global_inventory.for_control_point(airfield)
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for aircraft, available in inventory.all_aircraft:
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if not airfield.can_operate(aircraft):
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continue
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if aircraft in types and available >= flight.num_aircraft:
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inventory.remove_aircraft(aircraft, flight.num_aircraft)
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return airfield, aircraft
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@ -264,7 +266,7 @@ class PackageBuilder:
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continue
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if airfield == arrival:
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continue
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if not airfield.can_land(aircraft):
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if not airfield.can_operate(aircraft):
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continue
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if isinstance(airfield, OffMapSpawn):
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continue
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@ -1,5 +1,5 @@
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"""Combo box for selecting aircraft types."""
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from typing import Iterable
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from typing import Iterable, Type
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from PySide2.QtWidgets import QComboBox
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@ -9,7 +9,7 @@ from dcs.unittype import FlyingType
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class QAircraftTypeSelector(QComboBox):
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"""Combo box for selecting among the given aircraft types."""
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def __init__(self, aircraft_types: Iterable[FlyingType]) -> None:
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def __init__(self, aircraft_types: Iterable[Type[FlyingType]]) -> None:
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super().__init__()
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for aircraft in aircraft_types:
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self.addItem(f"{aircraft.id}", userData=aircraft)
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@ -1,10 +1,9 @@
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"""Combo box for selecting a departure airfield."""
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from typing import Iterable
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from typing import Iterable, Type
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from PySide2.QtWidgets import QComboBox
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from dcs.unittype import FlyingType
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from game import db
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from game.theater.controlpoint import ControlPoint
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@ -16,7 +15,7 @@ class QArrivalAirfieldSelector(QComboBox):
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"""
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def __init__(self, destinations: Iterable[ControlPoint],
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aircraft: FlyingType, optional_text: str) -> None:
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aircraft: Type[FlyingType], optional_text: str) -> None:
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super().__init__()
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self.destinations = list(destinations)
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self.aircraft = aircraft
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@ -33,7 +32,7 @@ class QArrivalAirfieldSelector(QComboBox):
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def rebuild_selector(self) -> None:
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self.clear()
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for destination in self.destinations:
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if destination.can_land(self.aircraft):
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if destination.can_operate(self.aircraft):
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self.addItem(destination.name, destination)
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self.model().sort(0)
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self.insertItem(0, self.optional_text, None)
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@ -1,5 +1,5 @@
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"""Combo box for selecting a departure airfield."""
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from typing import Iterable
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from typing import Iterable, Type
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from PySide2.QtCore import Signal
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from PySide2.QtWidgets import QComboBox
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@ -20,7 +20,7 @@ class QOriginAirfieldSelector(QComboBox):
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def __init__(self, global_inventory: GlobalAircraftInventory,
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origins: Iterable[ControlPoint],
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aircraft: FlyingType) -> None:
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aircraft: Type[FlyingType]) -> None:
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super().__init__()
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self.global_inventory = global_inventory
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self.origins = list(origins)
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@ -37,12 +37,14 @@ class QOriginAirfieldSelector(QComboBox):
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def rebuild_selector(self) -> None:
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self.clear()
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for origin in self.origins:
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if not origin.can_operate(self.aircraft):
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continue
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inventory = self.global_inventory.for_control_point(origin)
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available = inventory.available(self.aircraft)
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if available:
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self.addItem(f"{origin.name} ({available} available)", origin)
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self.model().sort(0)
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self.update()
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@property
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def available(self) -> int:
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@ -33,7 +33,7 @@ class QMapControlPoint(QMapObject):
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painter.setBrush(self.brush_color)
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painter.setPen(self.pen_color)
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if not self.control_point.has_runway():
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if not self.control_point.runway_is_operational():
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painter.setBrush(const.COLORS["black"])
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painter.setPen(self.brush_color)
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@ -20,9 +20,8 @@ class QBaseMenuTabs(QTabWidget):
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self.intel = QIntelInfo(cp, game_model.game)
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self.addTab(self.intel, "Intel")
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else:
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if cp.has_runway():
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self.airfield_command = QAirfieldCommand(cp, game_model)
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self.addTab(self.airfield_command, "Airfield Command")
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self.airfield_command = QAirfieldCommand(cp, game_model)
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self.addTab(self.airfield_command, "Airfield Command")
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if cp.is_carrier:
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self.base_defenses_hq = QBaseDefensesHQ(cp, game_model.game)
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@ -5,6 +5,7 @@ from PySide2.QtWidgets import (
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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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QSizePolicy,
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QSpacerItem,
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@ -45,7 +46,8 @@ class QRecruitBehaviour:
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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(self, unit_type, layout, row):
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def add_purchase_row(self, unit_type: Type[UnitType], layout: QLayout,
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row: int, disabled: bool = False) -> 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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@ -80,6 +82,7 @@ class QRecruitBehaviour:
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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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@ -87,6 +90,7 @@ class QRecruitBehaviour:
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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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@ -1,5 +1,5 @@
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import logging
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from typing import Optional, Set
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from typing import Optional, Set, Type
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from PySide2.QtCore import Qt
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from PySide2.QtWidgets import (
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@ -13,7 +13,7 @@ from PySide2.QtWidgets import (
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QWidget,
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)
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from dcs.task import CAP, CAS
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from dcs.unittype import UnitType
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from dcs.unittype import FlyingType, UnitType
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from game import db
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from game.theater import ControlPoint
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@ -51,12 +51,14 @@ class QAircraftRecruitmentMenu(QFrame, QRecruitBehaviour):
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task_box_layout = QGridLayout()
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row = 0
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unit_types: Set[UnitType] = set()
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unit_types: Set[Type[FlyingType]] = set()
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for task in tasks:
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units = db.find_unittype(task, self.game_model.game.player_name)
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if not units:
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continue
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for unit in units:
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if not issubclass(unit, FlyingType):
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continue
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if self.cp.is_carrier and unit not in db.CARRIER_CAPABLE:
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continue
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if self.cp.is_lha and unit not in db.LHA_CAPABLE:
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@ -65,7 +67,9 @@ class QAircraftRecruitmentMenu(QFrame, QRecruitBehaviour):
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sorted_units = sorted(unit_types, key=lambda u: db.unit_type_name_2(u))
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for unit_type in sorted_units:
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row = self.add_purchase_row(unit_type, task_box_layout, row)
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row = self.add_purchase_row(
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unit_type, task_box_layout, row,
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disabled=not self.cp.can_operate(unit_type))
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stretch = QVBoxLayout()
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stretch.addStretch()
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task_box_layout.addLayout(stretch, row, 0)
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