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Add waypoint info tooltip to the new map.
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parent
d9d68cd37c
commit
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@ -1,4 +1,5 @@
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import logging
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from datetime import timedelta
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from typing import List, Optional, Tuple
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from PySide2.QtCore import Property, QObject, Signal, Slot
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@ -11,8 +12,10 @@ from game.theater import (
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ControlPoint,
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TheaterGroundObject,
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)
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from game.utils import meters
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from gen.ato import AirTaskingOrder
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from gen.flights.flight import Flight, FlightWaypoint
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from gen.flights.flight import Flight, FlightWaypoint, FlightWaypointType
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from gen.flights.flightplan import FlightPlan
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from qt_ui.models import GameModel
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from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
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from qt_ui.windows.basemenu.QBaseMenu2 import QBaseMenu2
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@ -102,16 +105,55 @@ class SupplyRouteJs(QObject):
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class WaypointJs(QObject):
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def __init__(self, waypoint: FlightWaypoint, theater: ConflictTheater) -> None:
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def __init__(
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self,
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waypoint: FlightWaypoint,
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number: int,
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flight_plan: FlightPlan,
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theater: ConflictTheater,
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) -> None:
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super().__init__()
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self.waypoint = waypoint
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self._number = number
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self.flight_plan = flight_plan
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self.theater = theater
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@Property(int)
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def number(self) -> int:
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return self._number
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@Property(list)
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def position(self) -> LeafletLatLon:
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ll = self.theater.point_to_ll(self.waypoint.position)
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return [ll.latitude, ll.longitude]
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@Property(int)
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def altitudeFt(self) -> int:
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return int(self.waypoint.alt.feet)
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@Property(str)
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def altitudeReference(self) -> str:
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return "AGL" if self.waypoint.alt_type == "RADIO" else "MSL"
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@Property(str)
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def name(self) -> str:
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return self.waypoint.name
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@Property(str)
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def timing(self) -> str:
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prefix = "TOT"
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time = self.flight_plan.tot_for_waypoint(self.waypoint)
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if time is None:
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prefix = "Depart"
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time = self.flight_plan.depart_time_for_waypoint(self.waypoint)
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if time is None:
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return ""
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return f"{prefix} T+{timedelta(seconds=int(time.total_seconds()))}"
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@Property(bool)
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def isDivert(self) -> bool:
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return self.waypoint.waypoint_type is FlightWaypointType.DIVERT
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class FlightJs(QObject):
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flightPlanChanged = Signal()
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@ -127,7 +169,17 @@ class FlightJs(QObject):
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self.reset_waypoints()
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def reset_waypoints(self) -> None:
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self._waypoints = [WaypointJs(p, self.theater) for p in self.flight.points]
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departure = FlightWaypoint(
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FlightWaypointType.TAKEOFF,
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self.flight.departure.position.x,
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self.flight.departure.position.y,
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meters(0),
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)
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departure.alt_type = "RADIO"
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self._waypoints = [
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WaypointJs(p, i, self.flight.flight_plan, self.theater)
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for i, p in enumerate([departure] + self.flight.points)
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]
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self.flightPlanChanged.emit()
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@Property(list, notify=flightPlanChanged)
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@ -8,7 +8,6 @@
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* - Time of day/weather themeing
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* - Exclusion zones
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* - Commit ranges
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* - Waypoint info
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* - Supply route status
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* - Front line
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* - Debug flight plan drawing
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@ -61,7 +60,7 @@ L.control
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"Enemy SAM detection range": redSamDetectionLayer,
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},
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"Flight Plans": {
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"Hide": L.layerGroup(),
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Hide: L.layerGroup(),
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"Show selected blue": selectedFlightPlansLayer,
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"Show all blue": blueFlightPlansLayer,
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"Show all red": redFlightPlansLayer,
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@ -178,19 +177,32 @@ function drawFlightPlan(flight) {
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var layer = flight.blue ? blueFlightPlansLayer : redFlightPlansLayer;
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var color = flight.blue ? Colors.Blue : Colors.Red;
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var highlight = "#ffff00";
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var points = [];
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flight.flightPlan.forEach((waypoint) => {
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points.push(waypoint.position);
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L.circle(waypoint.position, { radius: 50, color: color }).addTo(layer);
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// We don't need a marker for the departure waypoint (and it's likely
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// coincident with the landing waypoint, so hard to see). We do want to draw
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// the path from it though.
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var points = [flight.flightPlan[0].position];
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flight.flightPlan.slice(1).forEach((waypoint) => {
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if (!waypoint.isDivert) {
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points.push(waypoint.position);
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}
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if (flight.selected) {
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L.circle(waypoint.position, { radius: 50, color: highlight }).addTo(
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selectedFlightPlansLayer
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);
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L.marker(waypoint.position)
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.bindTooltip(
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`${waypoint.number} ${waypoint.name}<br />` +
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`${waypoint.altitudeFt} ft ${waypoint.altitudeReference}<br />` +
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`${waypoint.timing}`,
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{ permanent: true }
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)
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.addTo(layer)
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.addTo(selectedFlightPlansLayer);
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}
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});
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L.polyline(points, { color: color }).addTo(layer);
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if (flight.selected) {
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L.polyline(points, { color: highlight }).addTo(selectedFlightPlansLayer);
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L.polyline(points, { color: highlight }).addTo(layer);
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} else {
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L.polyline(points, { color: color }).addTo(layer);
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}
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}
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@ -198,9 +210,22 @@ function drawFlightPlans() {
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blueFlightPlansLayer.clearLayers();
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redFlightPlansLayer.clearLayers();
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selectedFlightPlansLayer.clearLayers();
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var selected = null;
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game.flights.forEach((flight) => {
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drawFlightPlan(flight);
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// Draw the selected waypoint last so it's on top. bringToFront only brings
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// it to the front of the *extant* elements, so any flights drawn later will
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// be drawn on top. We could fight with manual Z-indexes but leaflet does a
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// lot of that automatically so it'd be error prone.
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if (flight.selected) {
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selected = flight;
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} else {
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drawFlightPlan(flight);
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}
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});
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if (selected != null) {
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drawFlightPlan(selected);
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}
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}
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function drawInitialMap() {
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