mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Add an option to prefer primary tasked aircraft.
We're still using mostly the same aircraft selection as we have before we added squadrons: the closest aircraft is the best choice. This adds an option to obey the primary task set by the campaign designer (can be overridden by players), even if the squadron is farther away than one that is capable of it as a secondary task. I don't expect this option to live very long. I'm making it optional for now to give people a chance to test it, but it'll either replace the old selection strategy or will be removed. Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1892.
This commit is contained in:
parent
e95a6bf759
commit
f719e1cfe7
@ -129,6 +129,7 @@ Saves from 6.x are not compatible with 7.0.
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* **[Engine]** Support for DCS 2.8.3.37556.
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* **[Engine]** Support for DCS 2.8.3.37556.
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* **[Engine]** Saved games are now a zip file of save assets for easier bug reporting. The new extension is .liberation.zip. Drag and drop that file into bug reports.
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* **[Engine]** Saved games are now a zip file of save assets for easier bug reporting. The new extension is .liberation.zip. Drag and drop that file into bug reports.
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* **[Campaign AI]** Added an option to instruct the campaign AI to prefer fulfilling missions with squadrons which have a matching primary task. Previously distance from target held a stronger influence than task preference. Primary tasks for squadrons are set by campaign designers but are user-configurable.
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* **[Flight Planning]** Package TOT and composition can be modified after advancing time in Liberation.
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* **[Flight Planning]** Package TOT and composition can be modified after advancing time in Liberation.
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* **[Mission Generation]** Units on the front line are now hidden on MFDs.
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* **[Mission Generation]** Units on the front line are now hidden on MFDs.
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* **[Mission Generation]** Preset radio channels will now be configured for both A-10C modules.
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* **[Mission Generation]** Preset radio channels will now be configured for both A-10C modules.
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@ -42,7 +42,11 @@ class DefaultSquadronAssigner:
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continue
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continue
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squadron = Squadron.create_from(
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squadron = Squadron.create_from(
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squadron_def, control_point, self.coalition, self.game
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squadron_def,
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squadron_config.primary,
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control_point,
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self.coalition,
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self.game,
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)
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)
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squadron.set_auto_assignable_mission_types(
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squadron.set_auto_assignable_mission_types(
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squadron_config.auto_assignable
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squadron_config.auto_assignable
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@ -176,6 +176,18 @@ class Settings:
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"extremely incomplete so does not affect all weapons."
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"extremely incomplete so does not affect all weapons."
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),
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),
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)
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)
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prefer_squadrons_with_matching_primary_task: bool = boolean_option(
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"Prefer squadrons with matching primary task when planning missions",
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page=CAMPAIGN_MANAGEMENT_PAGE,
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section=GENERAL_SECTION,
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default=False,
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detail=(
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"If checked, squadrons with a primary task matching the mission will be "
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"preferred even if there is a closer squadron capable of the mission as a"
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"secondary task. Expect longer flights, but squadrons will be more often "
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"assigned to their primary task."
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),
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)
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# Pilots and Squadrons
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# Pilots and Squadrons
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ai_pilot_levelling: bool = boolean_option(
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ai_pilot_levelling: bool = boolean_option(
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"Allow AI pilot leveling",
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"Allow AI pilot leveling",
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@ -23,6 +23,7 @@ class AirWing:
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self.squadrons: dict[AircraftType, list[Squadron]] = defaultdict(list)
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self.squadrons: dict[AircraftType, list[Squadron]] = defaultdict(list)
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self.squadron_defs = SquadronDefLoader(game, faction).load()
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self.squadron_defs = SquadronDefLoader(game, faction).load()
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self.squadron_def_generator = SquadronDefGenerator(faction)
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self.squadron_def_generator = SquadronDefGenerator(faction)
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self.settings = game.settings
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def unclaim_squadron_def(self, squadron: Squadron) -> None:
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def unclaim_squadron_def(self, squadron: Squadron) -> None:
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if squadron.aircraft in self.squadron_defs:
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if squadron.aircraft in self.squadron_defs:
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@ -66,6 +67,17 @@ class AirWing:
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key=lambda s: best_aircraft.index(s.aircraft),
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key=lambda s: best_aircraft.index(s.aircraft),
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)
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)
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)
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)
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if self.settings.prefer_squadrons_with_matching_primary_task:
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return sorted(
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ordered,
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key=lambda s: (
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# This looks like the opposite of what we want because False sorts
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# before True.
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s.primary_task != task,
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s.location.distance_to(location),
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),
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)
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return ordered
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return ordered
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def best_squadron_for(
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def best_squadron_for(
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@ -31,6 +31,7 @@ class Squadron:
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role: str
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role: str
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aircraft: AircraftType
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aircraft: AircraftType
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livery: Optional[str]
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livery: Optional[str]
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primary_task: FlightType
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auto_assignable_mission_types: set[FlightType]
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auto_assignable_mission_types: set[FlightType]
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operating_bases: OperatingBases
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operating_bases: OperatingBases
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female_pilot_percentage: int
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female_pilot_percentage: int
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@ -416,6 +417,7 @@ class Squadron:
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def create_from(
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def create_from(
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cls,
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cls,
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squadron_def: SquadronDef,
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squadron_def: SquadronDef,
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primary_task: FlightType,
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base: ControlPoint,
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base: ControlPoint,
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coalition: Coalition,
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coalition: Coalition,
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game: Game,
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game: Game,
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@ -428,6 +430,7 @@ class Squadron:
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squadron_def.role,
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squadron_def.role,
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squadron_def.aircraft,
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squadron_def.aircraft,
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squadron_def.livery,
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squadron_def.livery,
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primary_task,
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squadron_def.auto_assignable_mission_types,
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squadron_def.auto_assignable_mission_types,
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squadron_def.operating_bases,
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squadron_def.operating_bases,
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squadron_def.female_pilot_percentage,
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squadron_def.female_pilot_percentage,
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39
qt_ui/widgets/combos/primarytaskselector.py
Normal file
39
qt_ui/widgets/combos/primarytaskselector.py
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@ -0,0 +1,39 @@
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from __future__ import annotations
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from PySide6.QtWidgets import QComboBox
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from game.ato import FlightType
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from game.dcs.aircrafttype import AircraftType
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from game.squadrons import Squadron
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class PrimaryTaskSelector(QComboBox):
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def __init__(self, aircraft: AircraftType | None) -> None:
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super().__init__()
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self.setSizeAdjustPolicy(QComboBox.SizeAdjustPolicy.AdjustToContents)
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self.set_aircraft(aircraft)
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@staticmethod
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def for_squadron(squadron: Squadron) -> PrimaryTaskSelector:
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selector = PrimaryTaskSelector(squadron.aircraft)
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selector.setCurrentText(squadron.primary_task.value)
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return selector
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def set_aircraft(self, aircraft: AircraftType | None) -> None:
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self.clear()
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if aircraft is None:
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self.addItem("Select aircraft type first", None)
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self.setEnabled(False)
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self.update()
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return
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self.setEnabled(True)
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for task in aircraft.iter_task_capabilities():
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self.addItem(task.value, task)
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self.model().sort(0)
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self.setEnabled(True)
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self.update()
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@property
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def selected_task(self) -> FlightType | None:
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return self.currentData()
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@ -38,6 +38,7 @@ from game.squadrons import AirWing, Pilot, Squadron
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from game.squadrons.squadrondef import SquadronDef
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from game.squadrons.squadrondef import SquadronDef
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from game.theater import ControlPoint
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from game.theater import ControlPoint
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from qt_ui.uiconstants import AIRCRAFT_ICONS, ICONS
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from qt_ui.uiconstants import AIRCRAFT_ICONS, ICONS
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from qt_ui.widgets.combos.primarytaskselector import PrimaryTaskSelector
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class QMissionType(QCheckBox):
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class QMissionType(QCheckBox):
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@ -210,6 +211,10 @@ class SquadronConfigurationBox(QGroupBox):
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self.livery_selector = SquadronLiverySelector(squadron)
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self.livery_selector = SquadronLiverySelector(squadron)
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left_column.addWidget(self.livery_selector)
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left_column.addWidget(self.livery_selector)
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left_column.addWidget(QLabel("Primary task:"))
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self.primary_task_selector = PrimaryTaskSelector.for_squadron(self.squadron)
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left_column.addWidget(self.primary_task_selector)
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left_column.addWidget(QLabel("Base:"))
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left_column.addWidget(QLabel("Base:"))
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self.base_selector = SquadronBaseSelector(
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self.base_selector = SquadronBaseSelector(
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game.theater.control_points_for(squadron.player),
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game.theater.control_points_for(squadron.player),
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@ -262,6 +267,7 @@ class SquadronConfigurationBox(QGroupBox):
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try:
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try:
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self.name_edit.setText(self.squadron.name)
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self.name_edit.setText(self.squadron.name)
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self.nickname_edit.setText(self.squadron.nickname)
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self.nickname_edit.setText(self.squadron.nickname)
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self.primary_task_selector.setCurrentText(self.squadron.primary_task.value)
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self.base_selector.setCurrentText(self.squadron.location.name)
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self.base_selector.setCurrentText(self.squadron.location.name)
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self.player_list.setText(
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self.player_list.setText(
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"<br />".join(p.name for p in self.claim_players_from_squadron())
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"<br />".join(p.name for p in self.claim_players_from_squadron())
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@ -285,6 +291,7 @@ class SquadronConfigurationBox(QGroupBox):
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self.squadron.coalition.air_wing.unclaim_squadron_def(self.squadron)
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self.squadron.coalition.air_wing.unclaim_squadron_def(self.squadron)
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squadron = Squadron.create_from(
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squadron = Squadron.create_from(
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selected_def,
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selected_def,
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self.squadron.primary_task,
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self.squadron.location,
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self.squadron.location,
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self.coalition,
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self.coalition,
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self.game,
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self.game,
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@ -331,6 +338,10 @@ class SquadronConfigurationBox(QGroupBox):
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def apply(self) -> Squadron:
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def apply(self) -> Squadron:
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self.squadron.name = self.name_edit.text()
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self.squadron.name = self.name_edit.text()
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self.squadron.nickname = self.nickname_edit.text()
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self.squadron.nickname = self.nickname_edit.text()
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if (primary_task := self.primary_task_selector.selected_task) is not None:
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self.squadron.primary_task = primary_task
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else:
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raise RuntimeError("Primary task cannot be none")
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base = self.base_selector.currentData()
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base = self.base_selector.currentData()
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if base is None:
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if base is None:
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raise RuntimeError("Base cannot be none")
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raise RuntimeError("Base cannot be none")
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@ -583,6 +594,7 @@ class AirWingConfigurationTab(QWidget):
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selected_type = popup.aircraft_type_selector.currentData()
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selected_type = popup.aircraft_type_selector.currentData()
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selected_base = popup.squadron_base_selector.currentData()
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selected_base = popup.squadron_base_selector.currentData()
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selected_task = popup.primary_task_selector.selected_task
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selected_def = popup.squadron_def_selector.currentData()
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selected_def = popup.squadron_def_selector.currentData()
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# Let user choose the preset or generate one
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# Let user choose the preset or generate one
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@ -594,7 +606,7 @@ class AirWingConfigurationTab(QWidget):
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)
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)
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squadron = Squadron.create_from(
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squadron = Squadron.create_from(
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squadron_def, selected_base, self.coalition, self.game
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squadron_def, selected_task, selected_base, self.coalition, self.game
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)
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)
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# Add Squadron
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# Add Squadron
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@ -744,6 +756,12 @@ class SquadronConfigPopup(QDialog):
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)
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)
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self.column.addWidget(self.aircraft_type_selector)
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self.column.addWidget(self.aircraft_type_selector)
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self.column.addWidget(QLabel("Primary task:"))
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self.primary_task_selector = PrimaryTaskSelector(
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self.aircraft_type_selector.currentData()
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)
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self.column.addWidget(self.primary_task_selector)
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self.column.addWidget(QLabel("Base:"))
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self.column.addWidget(QLabel("Base:"))
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self.squadron_base_selector = SquadronBaseSelector(
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self.squadron_base_selector = SquadronBaseSelector(
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bases, None, self.aircraft_type_selector.currentData()
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bases, None, self.aircraft_type_selector.currentData()
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@ -774,6 +792,7 @@ class SquadronConfigPopup(QDialog):
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enabled = (
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enabled = (
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self.aircraft_type_selector.currentData() is not None
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self.aircraft_type_selector.currentData() is not None
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and self.squadron_base_selector.currentData() is not None
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and self.squadron_base_selector.currentData() is not None
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and self.primary_task_selector.selected_task is not None
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)
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)
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self.accept_button.setEnabled(enabled)
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self.accept_button.setEnabled(enabled)
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@ -784,6 +803,9 @@ class SquadronConfigPopup(QDialog):
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self.squadron_def_selector.set_aircraft_type(
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self.squadron_def_selector.set_aircraft_type(
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self.aircraft_type_selector.currentData()
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self.aircraft_type_selector.currentData()
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)
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)
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self.primary_task_selector.set_aircraft(
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self.aircraft_type_selector.currentData()
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)
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self.update_accept_button()
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self.update_accept_button()
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self.update()
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self.update()
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@ -26,6 +26,7 @@ from game.theater import ConflictTheater, ControlPoint
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from qt_ui.delegates import TwoColumnRowDelegate
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from qt_ui.delegates import TwoColumnRowDelegate
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from qt_ui.errorreporter import report_errors
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from qt_ui.errorreporter import report_errors
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from qt_ui.models import AtoModel, SquadronModel
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from qt_ui.models import AtoModel, SquadronModel
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from qt_ui.widgets.combos.primarytaskselector import PrimaryTaskSelector
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class PilotDelegate(TwoColumnRowDelegate):
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class PilotDelegate(TwoColumnRowDelegate):
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@ -161,8 +162,20 @@ class SquadronDialog(QDialog):
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columns = QHBoxLayout()
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columns = QHBoxLayout()
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layout.addLayout(columns)
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layout.addLayout(columns)
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left_column = QVBoxLayout()
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columns.addLayout(left_column)
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left_column.addWidget(QLabel("Primary task"))
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self.primary_task_selector = PrimaryTaskSelector.for_squadron(
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self.squadron_model.squadron
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)
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self.primary_task_selector.currentIndexChanged.connect(
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self.on_task_index_changed
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)
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left_column.addWidget(self.primary_task_selector)
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auto_assigned_tasks = AutoAssignedTaskControls(squadron_model)
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auto_assigned_tasks = AutoAssignedTaskControls(squadron_model)
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columns.addLayout(auto_assigned_tasks)
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left_column.addLayout(auto_assigned_tasks)
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self.pilot_list = PilotList(squadron_model)
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self.pilot_list = PilotList(squadron_model)
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self.pilot_list.selectionModel().selectionChanged.connect(
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self.pilot_list.selectionModel().selectionChanged.connect(
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@ -298,3 +311,9 @@ class SquadronDialog(QDialog):
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index = selected.indexes()[0]
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index = selected.indexes()[0]
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self.reset_ai_toggle_state(index)
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self.reset_ai_toggle_state(index)
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self.reset_leave_toggle_state(index)
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self.reset_leave_toggle_state(index)
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def on_task_index_changed(self, index: int) -> None:
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task = self.primary_task_selector.itemData(index)
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if task is None:
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raise RuntimeError("Selected task cannot be None")
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self.squadron.primary_task = task
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