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Add an option for default start type.
Changing this completely breaks OCA/Aircraft missions, but if the player doesn't care about those this can reduce airfield congestion. The UI warns about this. This also makes the AI start type selectable in the flight UI. Fixes https://github.com/Khopa/dcs_liberation/issues/387 Fixes https://github.com/Khopa/dcs_liberation/issues/729
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@@ -23,6 +23,7 @@ from dcs.forcedoptions import ForcedOptions
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import qt_ui.uiconstants as CONST
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from game.game import Game
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from game.infos.information import Information
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from game.settings import Settings
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from qt_ui.widgets.QLabeledWidget import QLabeledWidget
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from qt_ui.widgets.spinsliders import TenthsSpinSlider
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from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
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@@ -68,6 +69,21 @@ class CheatSettingsBox(QGroupBox):
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return self.base_capture_cheat_checkbox.isChecked()
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START_TYPE_TOOLTIP = "Selects the start type used for AI aircraft."
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class StartTypeComboBox(QComboBox):
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def __init__(self, settings: Settings) -> None:
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super().__init__()
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self.settings = settings
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self.addItems(["Cold", "Warm", "Runway", "In Flight"])
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self.currentTextChanged.connect(self.on_change)
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self.setToolTip(START_TYPE_TOOLTIP)
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def on_change(self, value: str) -> None:
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self.settings.default_start_type = value
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class QSettingsWindow(QDialog):
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def __init__(self, game: Game):
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@@ -370,6 +386,17 @@ class QSettingsWindow(QDialog):
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self.gameplayLayout.addWidget(self.never_delay_players, 2, 1,
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Qt.AlignRight)
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start_type_label = QLabel(
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"Default start type for AI aircraft:<br /><strong>Warning: " +
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"Any option other than Cold breaks OCA/Aircraft missions.</strong>"
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)
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start_type_label.setToolTip(START_TYPE_TOOLTIP)
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start_type = StartTypeComboBox(self.game.settings)
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start_type.setCurrentText(self.game.settings.default_start_type)
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self.gameplayLayout.addWidget(start_type_label, 3, 0)
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self.gameplayLayout.addWidget(start_type, 3, 1)
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self.performance = QGroupBox("Performance")
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self.performanceLayout = QGridLayout()
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self.performanceLayout.setAlignment(Qt.AlignTop)
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@@ -395,10 +422,6 @@ class QSettingsWindow(QDialog):
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self.infantry.setChecked(self.game.settings.perf_infantry)
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self.infantry.toggled.connect(self.applySettings)
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self.ai_parking_start = QCheckBox()
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self.ai_parking_start.setChecked(self.game.settings.perf_ai_parking_start)
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self.ai_parking_start.toggled.connect(self.applySettings)
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self.destroyed_units = QCheckBox()
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self.destroyed_units.setChecked(self.game.settings.perf_destroyed_units)
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self.destroyed_units.toggled.connect(self.applySettings)
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@@ -427,8 +450,6 @@ class QSettingsWindow(QDialog):
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self.performanceLayout.addWidget(self.moving_units, 3, 1, alignment=Qt.AlignRight)
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self.performanceLayout.addWidget(QLabel("Generate infantry squads along vehicles"), 4, 0)
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self.performanceLayout.addWidget(self.infantry, 4, 1, alignment=Qt.AlignRight)
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self.performanceLayout.addWidget(QLabel("AI planes parking start (AI starts in flight if disabled)"), 5, 0)
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self.performanceLayout.addWidget(self.ai_parking_start, 5, 1, alignment=Qt.AlignRight)
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self.performanceLayout.addWidget(QLabel("Include destroyed units carcass"), 6, 0)
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self.performanceLayout.addWidget(self.destroyed_units, 6, 1, alignment=Qt.AlignRight)
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@@ -504,7 +525,6 @@ class QSettingsWindow(QDialog):
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self.game.settings.perf_artillery = self.arti.isChecked()
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self.game.settings.perf_moving_units = self.moving_units.isChecked()
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self.game.settings.perf_infantry = self.infantry.isChecked()
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self.game.settings.perf_ai_parking_start = self.ai_parking_start.isChecked()
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self.game.settings.perf_destroyed_units = self.destroyed_units.isChecked()
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self.game.settings.perf_culling = self.culling.isChecked()
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