Allow configuration of the air wing at game start.

After completing the new game wizard but before initializing turn 0,
open a dialog to allow the player to customize their air wing. With this
they can remove squadrons from the game, rename them, add players, or
change allowed mission types. *Adding* squadrons is not currently
supported, nor is changing the squadron's livery (the data in pydcs is
an arbitrary class hierarchy that can't be safely indexed by country).

This only applies to the blue air wing for now.

Future improvements:

* Add squadron button.
* Collapse disable squadrons to declutter?
* Tabs on the side like the settings dialog to group by aircraft type.
* Top tab bar to switch between red and blue air wings.
This commit is contained in:
Dan Albert 2021-05-26 23:35:46 -07:00
parent f2dc95b86d
commit 9bb8e00c3d
7 changed files with 246 additions and 5 deletions

View File

@ -150,6 +150,13 @@ class Coalition:
# is handled correctly.
self.transfers.perform_transfers()
def preinit_turn_0(self) -> None:
"""Runs final Coalition initialization.
Final initialization occurs before Game.initialize_turn runs for turn 0.
"""
self.air_wing.populate_for_turn_0()
def initialize_turn(self) -> None:
"""Processes coalition-specific turn initialization.

View File

@ -294,6 +294,8 @@ class Game:
def begin_turn_0(self) -> None:
"""Initialization for the first turn of the game."""
self.turn = 0
self.blue.preinit_turn_0()
self.red.preinit_turn_0()
self.initialize_turn()
def pass_turn(self, no_action: bool = False) -> None:

View File

@ -101,9 +101,6 @@ class Squadron:
settings: Settings = field(hash=False, compare=False)
def __post_init__(self) -> None:
if any(p.status is not PilotStatus.Active for p in self.pilot_pool):
raise ValueError("Squadrons can only be created with active pilots.")
self._recruit_pilots(self.settings.squadron_pilot_limit)
self.auto_assignable_mission_types = set(self.mission_types)
def __str__(self) -> str:
@ -181,6 +178,11 @@ class Squadron:
self.current_roster.extend(new_pilots)
self.available_pilots.extend(new_pilots)
def populate_for_turn_0(self) -> None:
if any(p.status is not PilotStatus.Active for p in self.pilot_pool):
raise ValueError("Squadrons can only be created with active pilots.")
self._recruit_pilots(self.settings.squadron_pilot_limit)
def replenish_lost_pilots(self) -> None:
if not self.pilot_limits_enabled:
return
@ -414,6 +416,10 @@ class AirWing:
def squadron_at_index(self, index: int) -> Squadron:
return list(self.iter_squadrons())[index]
def populate_for_turn_0(self) -> None:
for squadron in self.iter_squadrons():
squadron.populate_for_turn_0()
def replenish(self) -> None:
for squadron in self.iter_squadrons():
squadron.replenish_lost_pilots()

View File

@ -123,7 +123,6 @@ class GameGenerator:
GroundObjectGenerator(game, self.generator_settings).generate()
game.settings.version = VERSION
game.begin_turn_0()
return game
def prepare_theater(self) -> None:

View File

@ -246,7 +246,9 @@ def create_game(
high_digit_sams=False,
),
)
return generator.generate()
game = generator.generate()
game.begin_turn_0()
return game
def lint_weapon_data() -> None:

View File

@ -0,0 +1,220 @@
import itertools
import logging
from collections import defaultdict
from typing import Optional, Callable, Iterator
from PySide2.QtCore import (
QItemSelectionModel,
QModelIndex,
QSize,
Qt,
)
from PySide2.QtWidgets import (
QAbstractItemView,
QDialog,
QListView,
QVBoxLayout,
QGroupBox,
QGridLayout,
QLabel,
QWidget,
QScrollArea,
QLineEdit,
QTextEdit,
QCheckBox,
QHBoxLayout,
)
from game import Game
from game.squadrons import Squadron, AirWing, Pilot
from gen.flights.flight import FlightType
from qt_ui.models import AirWingModel, SquadronModel
from qt_ui.windows.AirWingDialog import SquadronDelegate
from qt_ui.windows.SquadronDialog import SquadronDialog
class SquadronList(QListView):
"""List view for displaying the air wing's squadrons."""
def __init__(self, air_wing_model: AirWingModel) -> None:
super().__init__()
self.air_wing_model = air_wing_model
self.dialog: Optional[SquadronDialog] = None
self.setIconSize(QSize(91, 24))
self.setItemDelegate(SquadronDelegate(self.air_wing_model))
self.setModel(self.air_wing_model)
self.selectionModel().setCurrentIndex(
self.air_wing_model.index(0, 0, QModelIndex()), QItemSelectionModel.Select
)
# self.setIconSize(QSize(91, 24))
self.setSelectionBehavior(QAbstractItemView.SelectItems)
self.doubleClicked.connect(self.on_double_click)
def on_double_click(self, index: QModelIndex) -> None:
if not index.isValid():
return
self.dialog = SquadronDialog(
SquadronModel(self.air_wing_model.squadron_at_index(index)), self
)
self.dialog.show()
class AllowedMissionTypeControls(QVBoxLayout):
def __init__(self, squadron: Squadron) -> None:
super().__init__()
self.squadron = squadron
self.allowed_mission_types = set()
self.addWidget(QLabel("Allowed mission types"))
def make_callback(toggled_task: FlightType) -> Callable[[bool], None]:
def callback(checked: bool) -> None:
self.on_toggled(toggled_task, checked)
return callback
for task in FlightType:
enabled = task in squadron.mission_types
if enabled:
self.allowed_mission_types.add(task)
checkbox = QCheckBox(text=task.value)
checkbox.setChecked(enabled)
checkbox.toggled.connect(make_callback(task))
self.addWidget(checkbox)
self.addStretch()
def on_toggled(self, task: FlightType, checked: bool) -> None:
if checked:
self.allowed_mission_types.add(task)
else:
self.allowed_mission_types.remove(task)
class SquadronConfigurationBox(QGroupBox):
def __init__(self, squadron: Squadron) -> None:
super().__init__()
self.setCheckable(True)
self.squadron = squadron
self.reset_title()
columns = QHBoxLayout()
self.setLayout(columns)
left_column = QVBoxLayout()
columns.addLayout(left_column)
left_column.addWidget(QLabel("Name:"))
self.name_edit = QLineEdit(squadron.name)
self.name_edit.textChanged.connect(self.on_name_changed)
left_column.addWidget(self.name_edit)
left_column.addWidget(QLabel("Nickname:"))
self.nickname_edit = QLineEdit(squadron.nickname)
self.nickname_edit.textChanged.connect(self.on_nickname_changed)
left_column.addWidget(self.nickname_edit)
left_column.addWidget(
QLabel("Players (one per line, leave empty for an AI-only squadron):")
)
players = [p for p in squadron.available_pilots if p.player]
for player in players:
squadron.available_pilots.remove(player)
self.player_list = QTextEdit("<br />".join(p.name for p in players))
self.player_list.setAcceptRichText(False)
left_column.addWidget(self.player_list)
left_column.addStretch()
self.allowed_missions = AllowedMissionTypeControls(squadron)
columns.addLayout(self.allowed_missions)
def on_name_changed(self, text: str) -> None:
self.squadron.name = text
self.reset_title()
def on_nickname_changed(self, text: str) -> None:
self.squadron.nickname = text
def reset_title(self) -> None:
self.setTitle(f"{self.squadron.name} - {self.squadron.aircraft}")
def apply(self) -> Squadron:
player_names = self.player_list.toPlainText().splitlines()
# Prepend player pilots so they get set active first.
self.squadron.pilot_pool = [
Pilot(n, player=True) for n in player_names
] + self.squadron.pilot_pool
self.squadron.mission_types = tuple(self.allowed_missions.allowed_mission_types)
return self.squadron
class AirWingConfigurationLayout(QVBoxLayout):
def __init__(self, air_wing: AirWing) -> None:
super().__init__()
self.air_wing = air_wing
self.squadron_configs = []
doc_url = (
"https://github.com/dcs-liberation/dcs_liberation/wiki/Squadrons-and-pilots"
)
doc_label = QLabel(
"Use this opportunity to customize the squadrons available to your "
"coalition. <strong>This is your<br />"
"only opportunity to make changes.</strong><br />"
"<br />"
"To accept your changes and continue, close this window.<br />"
"<br />"
"To remove a squadron from the game, uncheck the box in the title. New "
"squadrons cannot<br />"
"be added via the UI at this time. To add a custom squadron, see "
f'<a style="color:#ffffff" href="{doc_url}">the wiki</a>.'
)
doc_label.setOpenExternalLinks(True)
self.addWidget(doc_label)
for squadron in self.air_wing.iter_squadrons():
squadron_config = SquadronConfigurationBox(squadron)
self.squadron_configs.append(squadron_config)
self.addWidget(squadron_config)
def apply(self) -> None:
keep_squadrons = defaultdict(list)
for squadron_config in self.squadron_configs:
if squadron_config.isChecked():
squadron = squadron_config.apply()
keep_squadrons[squadron.aircraft].append(squadron)
self.air_wing.squadrons = keep_squadrons
class AirWingConfigurationDialog(QDialog):
"""Dialog window for air wing configuration."""
def __init__(self, game: Game, parent) -> None:
super().__init__(parent)
self.air_wing = game.blue.air_wing
self.setMinimumSize(500, 800)
self.setWindowTitle(f"Air Wing Configuration")
# TODO: self.setWindowIcon()
self.air_wing_config = AirWingConfigurationLayout(self.air_wing)
scrolling_layout = QVBoxLayout()
scrolling_widget = QWidget()
scrolling_widget.setLayout(self.air_wing_config)
scrolling_area = QScrollArea()
scrolling_area.setHorizontalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
scrolling_area.setVerticalScrollBarPolicy(Qt.ScrollBarAlwaysOn)
scrolling_area.setWidgetResizable(True)
scrolling_area.setWidget(scrolling_widget)
scrolling_layout.addWidget(scrolling_area)
self.setLayout(scrolling_layout)
def reject(self) -> None:
self.air_wing_config.apply()
super().reject()

View File

@ -15,6 +15,7 @@ from game.theater.start_generator import GameGenerator, GeneratorSettings, ModSe
from game.factions.faction import Faction
from qt_ui.widgets.QLiberationCalendar import QLiberationCalendar
from qt_ui.widgets.spinsliders import TenthsSpinSlider, TimeInputs, CurrencySpinner
from qt_ui.windows.AirWingConfigurationDialog import AirWingConfigurationDialog
from qt_ui.windows.newgame.QCampaignList import (
Campaign,
QCampaignList,
@ -125,6 +126,10 @@ class NewGameWizard(QtWidgets.QWizard):
)
self.generatedGame = generator.generate()
AirWingConfigurationDialog(self.generatedGame, self).exec_()
self.generatedGame.begin_turn_0()
super(NewGameWizard, self).accept()