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https://github.com/dcs-retribution/dcs-retribution.git
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Limit task type combo box to valid mission types.
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@@ -1,22 +1,105 @@
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"""Combo box for selecting a flight's task type."""
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import logging
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from typing import Iterator
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from PySide2.QtWidgets import QComboBox
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from gen.flights.flight import FlightType
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from theater import (
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ConflictTheater,
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ControlPoint,
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FrontLine,
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MissionTarget,
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TheaterGroundObject,
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)
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class QFlightTypeComboBox(QComboBox):
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"""Combo box for selecting a flight task type."""
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def __init__(self) -> None:
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COMMON_ENEMY_MISSIONS = [
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FlightType.TARCAP,
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FlightType.SEAD,
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FlightType.DEAD,
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# TODO: FlightType.ELINT,
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# TODO: FlightType.ESCORT,
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# TODO: FlightType.EWAR,
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# TODO: FlightType.RECON,
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]
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FRIENDLY_AIRBASE_MISSIONS = [
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FlightType.CAP,
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# TODO: FlightType.INTERCEPTION
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# TODO: FlightType.LOGISTICS
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]
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FRIENDLY_CARRIER_MISSIONS = [
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FlightType.BARCAP,
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# TODO: FlightType.INTERCEPTION
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# TODO: Buddy tanking for the A-4?
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# TODO: Rescue chopper?
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# TODO: Inter-ship logistics?
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]
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ENEMY_CARRIER_MISSIONS = [
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FlightType.TARCAP,
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# TODO: FlightType.ANTISHIP
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# TODO: FlightType.ESCORT,
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]
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ENEMY_AIRBASE_MISSIONS = [
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# TODO: FlightType.STRIKE
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] + COMMON_ENEMY_MISSIONS
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FRIENDLY_GROUND_OBJECT_MISSIONS = [
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FlightType.CAP,
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# TODO: FlightType.LOGISTICS
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# TODO: FlightType.TROOP_TRANSPORT
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]
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ENEMY_GROUND_OBJECT_MISSIONS = [
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FlightType.STRIKE,
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] + COMMON_ENEMY_MISSIONS
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FRONT_LINE_MISSIONS = [
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FlightType.CAS,
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# TODO: FlightType.TROOP_TRANSPORT
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# TODO: FlightType.EVAC
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] + COMMON_ENEMY_MISSIONS
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# TODO: Add BAI missions after we have useful BAI targets.
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def __init__(self, theater: ConflictTheater, target: MissionTarget) -> None:
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super().__init__()
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self.addItem("CAP [Combat Air Patrol]", userData=FlightType.CAP)
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self.addItem("BARCAP [Barrier Combat Air Patrol]", userData=FlightType.BARCAP)
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self.addItem("TARCAP [Target Combat Air Patrol]", userData=FlightType.TARCAP)
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self.addItem("INTERCEPT [Interception]", userData=FlightType.INTERCEPTION)
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self.addItem("CAS [Close Air Support]", userData=FlightType.CAS)
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self.addItem("BAI [Battlefield Interdiction]", userData=FlightType.BAI)
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self.addItem("SEAD [Suppression of Enemy Air Defenses]", userData=FlightType.SEAD)
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self.addItem("DEAD [Destruction of Enemy Air Defenses]", userData=FlightType.DEAD)
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self.addItem("STRIKE [Strike]", userData=FlightType.STRIKE)
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self.addItem("ANTISHIP [Antiship Attack]", userData=FlightType.ANTISHIP)
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self.model().sort(0)
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self.theater = theater
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self.target = target
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for mission_type in self.mission_types_for_target():
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self.addItem(mission_type.name, userData=mission_type)
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def mission_types_for_target(self) -> Iterator[FlightType]:
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if isinstance(self.target, ControlPoint):
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friendly = self.target.captured
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fleet = self.target.is_fleet
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if friendly:
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if fleet:
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yield from self.FRIENDLY_CARRIER_MISSIONS
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else:
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yield from self.FRIENDLY_AIRBASE_MISSIONS
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else:
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if fleet:
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yield from self.ENEMY_CARRIER_MISSIONS
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else:
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yield from self.ENEMY_AIRBASE_MISSIONS
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elif isinstance(self.target, TheaterGroundObject):
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# TODO: Filter more based on the category.
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friendly = self.target.parent_control_point(self.theater).captured
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if friendly:
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yield from self.FRIENDLY_GROUND_OBJECT_MISSIONS
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else:
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yield from self.ENEMY_GROUND_OBJECT_MISSIONS
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elif isinstance(self.target, FrontLine):
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yield from self.FRONT_LINE_MISSIONS
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else:
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logging.error(
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f"Unhandled target type: {self.target.__class__.__name__}"
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)
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