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https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Clean up debug display options.
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parent
bff905fae5
commit
575f4e1786
@ -70,13 +70,19 @@ class NavMeshOptions(DisplayGroup):
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self.red_navmesh = DisplayRule("DEBUG Show red navmesh", False)
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self.red_navmesh = DisplayRule("DEBUG Show red navmesh", False)
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class PathDebugFactionOptions(DisplayGroup):
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def __init__(self) -> None:
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super().__init__("Faction for path debugging", debug_only=True)
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self.blue = DisplayRule("Debug blue paths", True)
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self.red = DisplayRule("Debug red paths", False)
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class PathDebugOptions(DisplayGroup):
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class PathDebugOptions(DisplayGroup):
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def __init__(self) -> None:
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def __init__(self) -> None:
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super().__init__("Shortest paths", debug_only=True)
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super().__init__("Shortest paths", debug_only=True)
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self.hide = DisplayRule("DEBUG Hide paths", True)
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self.hide = DisplayRule("DEBUG Hide paths", True)
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self.shortest_path = DisplayRule("DEBUG Show shortest path", False)
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self.shortest_path = DisplayRule("DEBUG Show shortest path", False)
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self.blue_tarcap = DisplayRule("DEBUG Show blue TARCAP plan", False)
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self.tarcap = DisplayRule("DEBUG Show TARCAP plan", False)
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self.red_tarcap = DisplayRule("DEBUG Show red TARCAP plan", False)
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class DisplayOptions:
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class DisplayOptions:
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@ -95,6 +101,7 @@ class DisplayOptions:
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blue_threat_zones = ThreatZoneOptions("Blue")
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blue_threat_zones = ThreatZoneOptions("Blue")
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red_threat_zones = ThreatZoneOptions("Red")
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red_threat_zones = ThreatZoneOptions("Red")
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navmeshes = NavMeshOptions()
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navmeshes = NavMeshOptions()
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path_debug_faction = PathDebugFactionOptions()
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path_debug = PathDebugOptions()
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path_debug = PathDebugOptions()
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@classmethod
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@classmethod
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@ -1046,14 +1046,16 @@ class QLiberationMap(QGraphicsView):
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if DisplayOptions.navmeshes.red_navmesh:
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if DisplayOptions.navmeshes.red_navmesh:
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self.highlight_mouse_navmesh(
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self.highlight_mouse_navmesh(
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self.scene(), self.game.red_navmesh, mouse_world_pos)
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self.scene(), self.game.red_navmesh, mouse_world_pos)
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if DisplayOptions.path_debug.shortest_path:
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self.draw_shortest_path(self.scene(), self.game.red_navmesh,
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mouse_world_pos, player=False)
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if DisplayOptions.path_debug.blue_tarcap:
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debug_blue = DisplayOptions.path_debug_faction.blue
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self.draw_tarcap_plan(self.scene(), mouse_world_pos, player=True)
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if DisplayOptions.path_debug.shortest_path:
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if DisplayOptions.path_debug.red_tarcap:
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self.draw_shortest_path(
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self.draw_tarcap_plan(self.scene(), mouse_world_pos, player=False)
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self.scene(), self.game.navmesh_for(player=debug_blue),
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mouse_world_pos, player=False)
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if DisplayOptions.path_debug.tarcap:
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self.draw_tarcap_plan(self.scene(), mouse_world_pos,
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player=debug_blue)
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def sceneMousePressEvent(self, event: QGraphicsSceneMouseEvent):
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def sceneMousePressEvent(self, event: QGraphicsSceneMouseEvent):
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if self.state == QLiberationMapState.MOVING_UNIT:
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if self.state == QLiberationMapState.MOVING_UNIT:
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