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https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Show EWRs as detection range, not threat range.
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@ -26,8 +26,6 @@ from dcs.mapping import point_from_heading
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import qt_ui.uiconstants as CONST
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from game import Game, db
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from game.data.aaa_db import AAA_UNITS
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from game.data.radar_db import UNITS_WITH_RADAR
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from game.utils import meter_to_feet
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from game.weather import TimeOfDay
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from gen import Conflict
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@ -41,7 +39,7 @@ from qt_ui.widgets.map.QMapControlPoint import QMapControlPoint
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from qt_ui.widgets.map.QMapGroundObject import QMapGroundObject
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from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
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from theater import ControlPoint, FrontLine
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from theater.theatergroundobject import EwrGroundObject
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from theater.theatergroundobject import EwrGroundObject, TheaterGroundObject
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class QLiberationMap(QGraphicsView):
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@ -164,6 +162,21 @@ class QLiberationMap(QGraphicsView):
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self.reload_scene()
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"""
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@staticmethod
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def aa_ranges(ground_object: TheaterGroundObject) -> Tuple[int, int]:
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detection_range = 0
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threat_range = 0
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for g in ground_object.groups:
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for u in g.units:
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unit = db.unit_type_from_name(u.type)
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if unit is None:
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logging.error(f"Unknown unit type {u.type}")
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continue
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detection_range = max(detection_range,
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getattr(unit, "detection_range"))
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threat_range = max(threat_range,
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getattr(unit, "threat_range"))
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return detection_range, threat_range
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def reload_scene(self):
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scene = self.scene()
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@ -223,35 +236,25 @@ class QLiberationMap(QGraphicsView):
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(DisplayOptions.enemy_sam_ranges and not cp.captured))
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if is_aa and should_display:
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threat_range = 0
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detection_range = 0
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can_fire = False
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if ground_object.groups:
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for g in ground_object.groups:
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for u in g.units:
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unit = db.unit_type_from_name(u.type)
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if unit in UNITS_WITH_RADAR or unit in AAA_UNITS:
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can_fire = True
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if unit.detection_range and unit.detection_range > detection_range:
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detection_range = unit.detection_range
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if unit.threat_range and unit.threat_range > threat_range:
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threat_range = unit.threat_range
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if can_fire:
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detection_range, threat_range = self.aa_ranges(
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ground_object
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)
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if threat_range:
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threat_pos = self._transform_point(Point(ground_object.position.x+threat_range,
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ground_object.position.y+threat_range))
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detection_pos = self._transform_point(Point(ground_object.position.x+detection_range,
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ground_object.position.y+detection_range))
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threat_radius = Point(*go_pos).distance_to_point(Point(*threat_pos))
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detection_radius = Point(*go_pos).distance_to_point(Point(*detection_pos))
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# Add detection range circle
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if DisplayOptions.detection_range:
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scene.addEllipse(go_pos[0] - detection_radius/2 + 7, go_pos[1] - detection_radius/2 + 6,
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detection_radius, detection_radius, self.detection_pen(cp.captured))
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# Add threat range circle
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scene.addEllipse(go_pos[0] - threat_radius / 2 + 7, go_pos[1] - threat_radius / 2 + 6,
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threat_radius, threat_radius, self.threat_pen(cp.captured))
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if detection_range:
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# Add detection range circle
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detection_pos = self._transform_point(Point(ground_object.position.x+detection_range,
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ground_object.position.y+detection_range))
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detection_radius = Point(*go_pos).distance_to_point(Point(*detection_pos))
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if DisplayOptions.detection_range:
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scene.addEllipse(go_pos[0] - detection_radius/2 + 7, go_pos[1] - detection_radius/2 + 6,
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detection_radius, detection_radius, self.detection_pen(cp.captured))
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added_objects.append(ground_object.obj_name)
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for cp in self.game.theater.enemy_points():
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