Add shipping lane support to campaign files.

These don't actually do anything yet, this is just the campaign support
and UI.

https://github.com/Khopa/dcs_liberation/issues/826
This commit is contained in:
Dan Albert
2021-04-24 21:32:37 -07:00
parent 97b73e1a01
commit 5e67ce0ab2
6 changed files with 173 additions and 40 deletions

View File

@@ -45,7 +45,7 @@ from game.theater.theatergroundobject import (
TheaterGroundObject,
)
from game.transfers import Convoy
from game.utils import Distance, meters, nautical_miles
from game.utils import Distance, meters, nautical_miles, pairwise
from game.weather import TimeOfDay
from gen import Conflict, Package
from gen.flights.flight import (
@@ -67,12 +67,16 @@ from qt_ui.widgets.map.QFrontLine import QFrontLine
from qt_ui.widgets.map.QLiberationScene import QLiberationScene
from qt_ui.widgets.map.QMapControlPoint import QMapControlPoint
from qt_ui.widgets.map.QMapGroundObject import QMapGroundObject
from qt_ui.widgets.map.ShippingLaneSegment import ShippingLaneSegment
from qt_ui.widgets.map.SupplyRouteSegment import SupplyRouteSegment
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
MAX_SHIP_DISTANCE = nautical_miles(80)
MapPoint = Tuple[float, float]
def binomial(i: int, n: int) -> float:
"""Binomial coefficient"""
return math.factorial(n) / float(math.factorial(i) * math.factorial(n - i))
@@ -821,47 +825,64 @@ class QLiberationMap(QGraphicsView):
)
)
def bezier_points(
self, points: Iterable[Point]
) -> Iterator[Tuple[MapPoint, MapPoint]]:
# Thanks to Alquimista for sharing a python implementation of the bezier
# algorithm this is adapted from.
# https://gist.github.com/Alquimista/1274149#file-bezdraw-py
bezier_fixed_points = []
for a, b in pairwise(points):
bezier_fixed_points.append(self._transform_point(a))
bezier_fixed_points.append(self._transform_point(b))
old_point = bezier_fixed_points[0]
for point in bezier_curve_range(
int(len(bezier_fixed_points) * 2), bezier_fixed_points
):
yield old_point, point
old_point = point
def draw_bezier_frontline(
self,
scene: QGraphicsScene,
frontline: FrontLine,
convoys: List[Convoy],
) -> None:
"""
Thanks to Alquimista for sharing a python implementation of the bezier algorithm this is adapted from.
https://gist.github.com/Alquimista/1274149#file-bezdraw-py
"""
bezier_fixed_points = []
for segment in frontline.segments:
bezier_fixed_points.append(self._transform_point(segment.point_a))
bezier_fixed_points.append(self._transform_point(segment.point_b))
old_point = bezier_fixed_points[0]
for point in bezier_curve_range(
int(len(bezier_fixed_points) * 2), bezier_fixed_points
):
for a, b in self.bezier_points(frontline.points):
scene.addItem(
SupplyRouteSegment(
old_point[0],
old_point[1],
point[0],
point[1],
a[0],
a[1],
b[0],
b[1],
frontline.control_point_a,
frontline.control_point_b,
convoys,
)
)
old_point = point
def draw_supply_routes(self) -> None:
if not DisplayOptions.lines:
return
seen = set()
for cp in self.game.theater.controlpoints:
seen.add(cp)
for connected in cp.connected_points:
if connected in seen:
continue
if DisplayOptions.lines:
self.draw_supply_route_between(cp, connected)
self.draw_supply_route_between(cp, connected)
for destination, shipping_lane in cp.shipping_lanes.items():
if destination in seen:
continue
if cp.is_friendly(destination.captured):
self.draw_shipping_lane_between(cp, destination)
def draw_shipping_lane_between(self, a: ControlPoint, b: ControlPoint) -> None:
scene = self.scene()
for pa, pb in self.bezier_points(a.shipping_lanes[b]):
scene.addItem(ShippingLaneSegment(pa[0], pa[1], pb[0], pb[1], a, b))
def draw_supply_route_between(self, a: ControlPoint, b: ControlPoint) -> None:
scene = self.scene()