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https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
cleanup comments
remove unnecessary method call
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0b4e2d3b6b
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33b92423d8
@ -420,8 +420,6 @@ class QLiberationMap(QGraphicsView):
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if not cp.captured:
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if not cp.captured:
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scene.addLine(pos[0], pos[1], pos2[0], pos2[1], pen=pen)
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scene.addLine(pos[0], pos[1], pos2[0], pos2[1], pen=pen)
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else:
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else:
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# pass
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# frontline = FrontLine(cp, connected_cp, self.game.theater.terrain)
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posx = frontline.position
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posx = frontline.position
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h = frontline.attack_heading
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h = frontline.attack_heading
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pos2 = self._transform_point(posx)
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pos2 = self._transform_point(posx)
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@ -429,7 +427,6 @@ class QLiberationMap(QGraphicsView):
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seg_a = self._transform_point(segment.point_a)
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seg_a = self._transform_point(segment.point_a)
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seg_b = self._transform_point(segment.point_b)
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seg_b = self._transform_point(segment.point_b)
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scene.addLine(seg_a[0], seg_a[1], seg_b[0], seg_b[1], pen=pen)
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scene.addLine(seg_a[0], seg_a[1], seg_b[0], seg_b[1], pen=pen)
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# scene.addLine(pos[0], pos[1], pos2[0], pos2[1], pen=pen)
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p1 = point_from_heading(pos2[0], pos2[1], h+180, 25)
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p1 = point_from_heading(pos2[0], pos2[1], h+180, 25)
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p2 = point_from_heading(pos2[0], pos2[1], h, 25)
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p2 = point_from_heading(pos2[0], pos2[1], h, 25)
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@ -441,7 +438,6 @@ class QLiberationMap(QGraphicsView):
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seg_a = self._transform_point(segment.point_a)
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seg_a = self._transform_point(segment.point_a)
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seg_b = self._transform_point(segment.point_b)
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seg_b = self._transform_point(segment.point_b)
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scene.addLine(seg_a[0], seg_a[1], seg_b[0], seg_b[1], pen=pen)
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scene.addLine(seg_a[0], seg_a[1], seg_b[0], seg_b[1], pen=pen)
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# scene.addLine(pos[0], pos[1], pos2[0], pos2[1], pen=pen)
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def wheelEvent(self, event: QWheelEvent):
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def wheelEvent(self, event: QWheelEvent):
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@ -41,7 +41,6 @@ class ComplexFrontLine:
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start_cp: ControlPoint
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start_cp: ControlPoint
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points: List[Point]
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points: List[Point]
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# control_points: List[ControlPoint]
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@dataclass
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@dataclass
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@ -86,7 +85,11 @@ class FrontLine(MissionTarget):
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@property
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@property
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def position(self):
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def position(self):
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return self._calculate_position()
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"""
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The position where the conflict should occur
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according to the current strength of each control point.
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"""
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return self.point_from_a(self._position_distance)
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@property
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@property
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def control_points(self) -> Tuple[ControlPoint, ControlPoint]:
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def control_points(self) -> Tuple[ControlPoint, ControlPoint]:
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@ -124,13 +127,6 @@ class FrontLine(MissionTarget):
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)
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)
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return self.segments[0]
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return self.segments[0]
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def _calculate_position(self) -> Point:
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"""
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The position where the conflict should occur
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according to the current strength of each control point.
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"""
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return self.point_from_a(self._position_distance)
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def point_from_a(self, distance: Numeric) -> Point:
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def point_from_a(self, distance: Numeric) -> Point:
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"""
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"""
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Returns a point {distance} away from control_point_a along the frontline segments.
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Returns a point {distance} away from control_point_a along the frontline segments.
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@ -151,7 +147,7 @@ class FrontLine(MissionTarget):
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@property
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@property
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def _position_distance(self) -> float:
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def _position_distance(self) -> float:
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"""
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"""
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The distance from point a where the conflict should occur
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The distance from point "a" where the conflict should occur
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according to the current strength of each control point
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according to the current strength of each control point
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"""
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"""
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total_strength = (
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total_strength = (
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