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Filter mission types by aircraft.
First stab at implementing #392. You can now only select aircraft types that can do the selected task.
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@ -155,6 +155,9 @@ CAP_CAPABLE = [
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CAS_CAPABLE = [
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A_10C_2,
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A_10C,
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B_1B,
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F_14B,
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F_14A_135_GR,
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Su_25TM,
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Su_25T,
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Su_25,
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@ -234,6 +237,19 @@ SEAD_CAPABLE = [
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Su_30,
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MiG_27K,
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Tornado_GR4,
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F_117A,
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B_17G,
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A_20G,
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P_47D_40,
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P_47D_30bl1,
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P_47D_30,
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P_51D_30_NA,
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P_51D,
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SpitfireLFMkIXCW,
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SpitfireLFMkIX,
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Bf_109K_4,
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FW_190D9,
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FW_190A8,
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]
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@ -5,14 +5,41 @@ from PySide2.QtWidgets import QComboBox
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from dcs.unittype import FlyingType
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from gen.flights.flight import FlightType
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import gen.flights.ai_flight_planner_db
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from game import Game, db
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class QAircraftTypeSelector(QComboBox):
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"""Combo box for selecting among the given aircraft types."""
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def __init__(self, aircraft_types: Iterable[Type[FlyingType]], country: str) -> None:
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def __init__(self, aircraft_types: Iterable[Type[FlyingType]], country: str, mission_type: str) -> None:
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super().__init__()
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for aircraft in aircraft_types:
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self.addItem(f"{db.unit_pretty_name(country, aircraft)}", userData=aircraft)
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self.model().sort(0)
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self.setSizeAdjustPolicy(self.AdjustToContents)
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self.country = country
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self.updateItems(mission_type, aircraft_types)
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def updateItems(self, mission_type: str, aircraft_types):
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self.clear()
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for aircraft in aircraft_types:
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if mission_type in [FlightType.BARCAP, FlightType.ESCORT, FlightType.INTERCEPTION, FlightType.SWEEP, FlightType.TARCAP]:
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if aircraft in gen.flights.ai_flight_planner_db.CAP_CAPABLE:
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self.addItem(f"{db.unit_pretty_name(self.country, aircraft)}", userData=aircraft)
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elif mission_type in [FlightType.CAS, FlightType.BAI, FlightType.OCA_AIRCRAFT]:
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if aircraft in gen.flights.ai_flight_planner_db.CAS_CAPABLE:
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self.addItem(f"{db.unit_pretty_name(self.country, aircraft)}", userData=aircraft)
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elif mission_type in [FlightType.SEAD]:
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if aircraft in gen.flights.ai_flight_planner_db.SEAD_CAPABLE:
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self.addItem(f"{db.unit_pretty_name(self.country, aircraft)}", userData=aircraft)
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elif mission_type in [FlightType.STRIKE]:
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if aircraft in gen.flights.ai_flight_planner_db.STRIKE_CAPABLE:
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self.addItem(f"{db.unit_pretty_name(self.country, aircraft)}", userData=aircraft)
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elif mission_type in [FlightType.ANTISHIP]:
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if aircraft in gen.flights.ai_flight_planner_db.ANTISHIP_CAPABLE:
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self.addItem(f"{db.unit_pretty_name(self.country, aircraft)}", userData=aircraft)
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elif mission_type in [FlightType.OCA_RUNWAY]:
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if aircraft in gen.flights.ai_flight_planner_db.RUNWAY_ATTACK_CAPABLE:
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self.addItem(f"{db.unit_pretty_name(self.country, aircraft)}", userData=aircraft)
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@ -45,10 +45,12 @@ class QFlightCreator(QDialog):
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self.game.theater, package.target
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)
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self.task_selector.setCurrentIndex(0)
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self.task_selector.currentTextChanged.connect(
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self.on_task_changed)
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layout.addLayout(QLabeledWidget("Task:", self.task_selector))
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self.aircraft_selector = QAircraftTypeSelector(
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self.game.aircraft_inventory.available_types_for_player, self.game.player_country
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self.game.aircraft_inventory.available_types_for_player, self.game.player_country, self.task_selector.currentData()
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)
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self.aircraft_selector.setCurrentIndex(0)
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self.aircraft_selector.currentIndexChanged.connect(
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@ -169,6 +171,9 @@ class QFlightCreator(QDialog):
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self.arrival.change_aircraft(new_aircraft)
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self.divert.change_aircraft(new_aircraft)
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def on_task_changed(self) -> None:
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self.aircraft_selector.updateItems(self.task_selector.currentData(), self.game.aircraft_inventory.available_types_for_player)
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def update_max_size(self, available: int) -> None:
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self.flight_size_spinner.setMaximum(min(available, 4))
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if self.flight_size_spinner.maximum() >= 2:
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