import logging from typing import Iterable, Optional, Iterator from PySide2.QtCore import ( QItemSelection, QItemSelectionModel, QSize, Qt, Signal, ) from PySide2.QtGui import QIcon, QStandardItem, QStandardItemModel from PySide2.QtWidgets import ( QComboBox, QDialog, QGroupBox, QHBoxLayout, QLabel, QLineEdit, QListView, QScrollArea, QStackedLayout, QTabWidget, QTextEdit, QVBoxLayout, QWidget, QCheckBox, QPushButton, QGridLayout, QToolButton, QMessageBox, ) from game import Game from game.ato.flighttype import FlightType from game.coalition import Coalition from game.dcs.aircrafttype import AircraftType from game.squadrons import AirWing, Pilot, Squadron from game.squadrons.squadrondef import SquadronDef from game.theater import ConflictTheater, ControlPoint from qt_ui.uiconstants import AIRCRAFT_ICONS, ICONS class QMissionType: def __init__( self, mission_type: FlightType, allowed: bool, auto_assignable: bool ) -> None: self.flight_type = mission_type self.allowed_checkbox = QCheckBox() self.allowed_checkbox.setChecked(allowed) self.allowed_checkbox.toggled.connect(self.update_auto_assignable) self.auto_assignable_checkbox = QCheckBox() self.auto_assignable_checkbox.setEnabled(allowed) self.auto_assignable_checkbox.setChecked(auto_assignable) def update_auto_assignable(self, checked: bool) -> None: self.auto_assignable_checkbox.setEnabled(checked) if not checked: self.auto_assignable_checkbox.setChecked(False) @property def allowed(self) -> bool: return self.allowed_checkbox.isChecked() @property def auto_assignable(self) -> bool: return self.auto_assignable_checkbox.isChecked() class MissionTypeControls(QGridLayout): def __init__(self, squadron: Squadron) -> None: super().__init__() self.squadron = squadron self.mission_types: list[QMissionType] = [] self.addWidget(QLabel("Mission Type"), 0, 0) self.addWidget(QLabel("Allow"), 0, 1) self.addWidget(QLabel("Auto-Assign"), 0, 2) for i, task in enumerate(FlightType): if task is FlightType.FERRY: # Not plannable so just skip it. continue allowed = task in squadron.mission_types auto_assignable = task in squadron.auto_assignable_mission_types mission_type = QMissionType(task, allowed, auto_assignable) self.mission_types.append(mission_type) self.addWidget(QLabel(task.value), i + 1, 0) self.addWidget(mission_type.allowed_checkbox, i + 1, 1) self.addWidget(mission_type.auto_assignable_checkbox, i + 1, 2) @property def allowed_mission_types(self) -> Iterator[FlightType]: for mission_type in self.mission_types: if mission_type.allowed: yield mission_type.flight_type @property def auto_assignable_mission_types(self) -> Iterator[FlightType]: for mission_type in self.mission_types: if mission_type.auto_assignable: yield mission_type.flight_type class SquadronBaseSelector(QComboBox): """A combo box for selecting a squadrons home air base. The combo box will automatically be populated with all air bases compatible with the squadron. """ def __init__( self, bases: Iterable[ControlPoint], selected_base: Optional[ControlPoint], aircraft_type: Optional[AircraftType], ) -> None: super().__init__() self.setSizeAdjustPolicy(self.AdjustToContents) self.bases = list(bases) self.set_aircraft_type(aircraft_type) if selected_base: self.setCurrentText(selected_base.name) # TODO can we get a prefered base if none is selected? def set_aircraft_type(self, aircraft_type: Optional[AircraftType]): self.clear() if aircraft_type: for base in self.bases: if not base.can_operate(aircraft_type): continue self.addItem(base.name, base) self.model().sort(0) self.setEnabled(True) else: self.addItem("Select aircraft type first", None) self.setEnabled(False) self.update() class SquadronLiverySelector(QComboBox): """ A combo box for selecting a squadron's livery. The combo box will automatically be populated with all available liveries. """ def __init__(self, squadron: Squadron) -> None: super().__init__() self.setSizeAdjustPolicy(self.AdjustToContents) self.aircraft_type = squadron.aircraft selected_livery = squadron.livery liveries = set() cc = squadron.coalition.faction.country_shortname aircraft_liveries = self.aircraft_type.dcs_unit_type.Liveries if len(aircraft_liveries) == 0: logging.info(f"Liveries for {self.aircraft_type} is empty!") for livery in aircraft_liveries: valid_livery = livery.countries is None or cc in livery.countries if valid_livery or cc in ["BLUE", "RED"]: liveries.add(livery) for livery in sorted(liveries): self.addItem(livery.name, userData=livery.id) if selected_livery is not None: if selected_livery == livery.id: self.setCurrentText(livery.name) if len(liveries) == 0: self.addItem("No available liveries (using DCS default)") self.setEnabled(False) class SquadronConfigurationBox(QGroupBox): remove_squadron_signal = Signal(Squadron) def __init__(self, squadron: Squadron, theater: ConflictTheater) -> None: super().__init__() self.squadron = squadron 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(lambda x: self.reset_title()) left_column.addWidget(self.name_edit) self.reset_title() nickname_edit_layout = QGridLayout() left_column.addLayout(nickname_edit_layout) nickname_edit_layout.addWidget(QLabel("Nickname:"), 0, 0, 1, 2) self.nickname_edit = QLineEdit(squadron.nickname) nickname_edit_layout.addWidget(self.nickname_edit, 1, 0, Qt.AlignTop) reroll_nickname_button = QToolButton() reroll_nickname_button.setIcon(QIcon(ICONS["Reload"])) reroll_nickname_button.setToolTip("Re-roll nickname") reroll_nickname_button.clicked.connect(self.reroll_nickname) nickname_edit_layout.addWidget(reroll_nickname_button, 1, 1, Qt.AlignTop) left_column.addWidget(QLabel("Livery:")) self.livery_selector = SquadronLiverySelector(squadron) left_column.addWidget(self.livery_selector) left_column.addWidget(QLabel("Base:")) self.base_selector = SquadronBaseSelector( theater.control_points_for(squadron.player), squadron.location, squadron.aircraft, ) left_column.addWidget(self.base_selector) if squadron.player and squadron.aircraft.flyable: player_label = QLabel( "Players (one per line, leave empty for an AI-only squadron):" ) else: msg1 = "Player slots not available for opfor" msg2 = "Player slots not available for non-flyable aircraft" text = msg2 if squadron.player else msg1 player_label = QLabel(text) left_column.addWidget(player_label) players = [p for p in squadron.pilot_pool if p.player] for player in players: squadron.pilot_pool.remove(player) if not squadron.player: players = [] self.player_list = QTextEdit("
".join(p.name for p in players)) self.player_list.setAcceptRichText(False) self.player_list.setEnabled(squadron.player and squadron.aircraft.flyable) left_column.addWidget(self.player_list) delete_button = QPushButton("Remove Squadron") delete_button.setMaximumWidth(140) delete_button.clicked.connect(self.remove_from_squadron_config) left_column.addWidget(delete_button) left_column.addStretch() right_column = QVBoxLayout() self.mission_types = MissionTypeControls(squadron) right_column.addLayout(self.mission_types) right_column.addStretch() columns.addLayout(right_column) def remove_from_squadron_config(self) -> None: self.remove_squadron_signal.emit(self.squadron) def reset_title(self) -> None: self.setTitle(f"{self.name_edit.text()} - {self.squadron.aircraft}") def reroll_nickname(self) -> None: self.nickname_edit.setText( self.squadron.coalition.air_wing.squadron_def_generator.random_nickname() ) def apply(self) -> Squadron: self.squadron.name = self.name_edit.text() self.squadron.nickname = self.nickname_edit.text() base = self.base_selector.currentData() if base is None: raise RuntimeError("Base cannot be none") self.squadron.assign_to_base(base) self.squadron.livery = self.livery_selector.currentData() 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 # Set the allowed mission types self.squadron.set_allowed_mission_types( set(self.mission_types.allowed_mission_types) ) # Also update the auto assignable mission types self.squadron.set_auto_assignable_mission_types( set(self.mission_types.auto_assignable_mission_types) ) return self.squadron class SquadronConfigurationLayout(QVBoxLayout): config_changed = Signal(AircraftType) def __init__(self, squadrons: list[Squadron], theater: ConflictTheater) -> None: super().__init__() self.squadron_configs = [] self.theater = theater for squadron in squadrons: self.add_squadron(squadron) def apply(self) -> list[Squadron]: keep_squadrons = [] for squadron_config in self.squadron_configs: keep_squadrons.append(squadron_config.apply()) return keep_squadrons def remove_squadron(self, squadron: Squadron) -> None: for squadron_config in self.squadron_configs: if squadron_config.squadron == squadron: squadron_config.deleteLater() self.squadron_configs.remove(squadron_config) squadron.coalition.air_wing.unclaim_squadron_def(squadron) self.update() self.config_changed.emit(squadron.aircraft) return def add_squadron(self, squadron: Squadron) -> None: squadron_config = SquadronConfigurationBox(squadron, self.theater) squadron_config.remove_squadron_signal.connect(self.remove_squadron) self.squadron_configs.append(squadron_config) self.addWidget(squadron_config) class AircraftSquadronsPage(QWidget): remove_squadron_page = Signal(AircraftType) def __init__(self, squadrons: list[Squadron], theater: ConflictTheater) -> None: super().__init__() layout = QVBoxLayout() self.setLayout(layout) self.squadrons_config = SquadronConfigurationLayout(squadrons, theater) self.squadrons_config.config_changed.connect(self.on_squadron_config_changed) scrolling_widget = QWidget() scrolling_widget.setLayout(self.squadrons_config) scrolling_area = QScrollArea() scrolling_area.setHorizontalScrollBarPolicy(Qt.ScrollBarAlwaysOff) scrolling_area.setVerticalScrollBarPolicy(Qt.ScrollBarAlwaysOn) scrolling_area.setWidgetResizable(True) scrolling_area.setWidget(scrolling_widget) layout.addWidget(scrolling_area) def on_squadron_config_changed(self, aircraft_type: AircraftType): if len(self.squadrons_config.squadron_configs) == 0: self.remove_squadron_page.emit(aircraft_type) def add_squadron_to_page(self, squadron: Squadron): self.squadrons_config.add_squadron(squadron) def apply(self) -> list[Squadron]: return self.squadrons_config.apply() class AircraftSquadronsPanel(QStackedLayout): page_removed = Signal(AircraftType) def __init__(self, air_wing: AirWing, theater: ConflictTheater) -> None: super().__init__() self.air_wing = air_wing self.theater = theater self.squadrons_pages: dict[AircraftType, AircraftSquadronsPage] = {} for aircraft, squadrons in self.air_wing.squadrons.items(): self.new_page_for_type(aircraft, squadrons) def remove_page_for_type(self, aircraft_type: AircraftType): page = self.squadrons_pages[aircraft_type] self.removeWidget(page) page.deleteLater() self.squadrons_pages.pop(aircraft_type) self.page_removed.emit(aircraft_type) self.update() def new_page_for_type( self, aircraft_type: AircraftType, squadrons: list[Squadron] ) -> None: page = AircraftSquadronsPage(squadrons, self.theater) page.remove_squadron_page.connect(self.remove_page_for_type) self.addWidget(page) self.squadrons_pages[aircraft_type] = page def add_squadron_to_panel(self, squadron: Squadron): # Find existing page or add new one if squadron.aircraft in self.squadrons_pages: page = self.squadrons_pages[squadron.aircraft] page.add_squadron_to_page(squadron) else: self.new_page_for_type(squadron.aircraft, [squadron]) self.update() def apply(self) -> None: self.air_wing.squadrons = {} for aircraft, page in self.squadrons_pages.items(): self.air_wing.squadrons[aircraft] = page.apply() def revert(self) -> None: for _, page in self.squadrons_pages.items(): self.removeWidget(page) self.squadrons_pages: dict[AircraftType, AircraftSquadronsPage] = {} for aircraft, squadrons in self.air_wing.squadrons.items(): self.new_page_for_type(aircraft, squadrons) self.update() class AircraftTypeList(QListView): page_index_changed = Signal(int) def __init__(self, air_wing: AirWing) -> None: super().__init__() self.air_wing = air_wing self.setIconSize(QSize(91, 24)) self.setMinimumWidth(300) self.item_model = QStandardItemModel(self) self.setModel(self.item_model) self.selectionModel().setCurrentIndex( self.item_model.index(0, 0), QItemSelectionModel.Select ) self.selectionModel().selectionChanged.connect(self.on_selection_changed) for aircraft in air_wing.squadrons: self.add_aircraft_type(aircraft) def remove_aircraft_type(self, aircraft: AircraftType): for item in self.item_model.findItems(aircraft.name): self.item_model.removeRow(item.row()) self.page_index_changed.emit(self.selectionModel().currentIndex().row()) def add_aircraft_type(self, aircraft: AircraftType): aircraft_item = QStandardItem(aircraft.name) icon = self.icon_for(aircraft) if icon is not None: aircraft_item.setIcon(icon) aircraft_item.setEditable(False) aircraft_item.setSelectable(True) self.item_model.appendRow(aircraft_item) def on_selection_changed( self, selected: QItemSelection, _deselected: QItemSelection ) -> None: indexes = selected.indexes() if len(indexes) > 1: raise RuntimeError("Aircraft list should not allow multi-selection") if not indexes: return self.page_index_changed.emit(indexes[0].row()) @staticmethod def icon_for(aircraft: AircraftType) -> Optional[QIcon]: name = aircraft.dcs_id if name in AIRCRAFT_ICONS: return QIcon(AIRCRAFT_ICONS[name]) return None def revert(self) -> None: self.item_model.clear() for aircraft in self.air_wing.squadrons: self.add_aircraft_type(aircraft) self.update() class AirWingConfigurationTab(QWidget): def __init__(self, coalition: Coalition, game: Game) -> None: super().__init__() layout = QGridLayout() self.setLayout(layout) self.game = game self.coalition = coalition self.type_list = AircraftTypeList(coalition.air_wing) layout.addWidget(self.type_list, 1, 1, 1, 2) add_button = QPushButton("Add Squadron") add_button.clicked.connect(lambda state: self.add_squadron()) layout.addWidget(add_button, 2, 1, 1, 1) self.squadrons_panel = AircraftSquadronsPanel(coalition.air_wing, game.theater) self.squadrons_panel.page_removed.connect(self.type_list.remove_aircraft_type) layout.addLayout(self.squadrons_panel, 1, 3, 2, 1) self.type_list.page_index_changed.connect(self.squadrons_panel.setCurrentIndex) def add_squadron(self) -> None: selected_aircraft = None if self.type_list.selectionModel().currentIndex().row() >= 0: selected_aircraft = self.type_list.item_model.item( self.type_list.selectionModel().currentIndex().row() ).text() bases = list(self.game.theater.control_points_for(self.coalition.player)) # List of all Aircrafts possible to operate with the given bases possible_aircrafts = [ aircraft for aircraft in self.coalition.faction.aircrafts if any(base.can_operate(aircraft) for base in bases) ] popup = SquadronConfigPopup( selected_aircraft, possible_aircrafts, bases, self.coalition.air_wing.squadron_defs, ) if popup.exec_() != QDialog.Accepted: return selected_type = popup.aircraft_type_selector.currentData() selected_base = popup.squadron_base_selector.currentData() selected_def = popup.squadron_def_selector.currentData() # Let user choose the preset or generate one squadron_def = ( selected_def or self.coalition.air_wing.squadron_def_generator.generate_for_aircraft( selected_type ) ) squadron = Squadron.create_from( squadron_def, selected_base, self.coalition, self.game ) # Add Squadron if not self.type_list.item_model.findItems(selected_type.name): self.type_list.add_aircraft_type(selected_type) # TODO Select the newly added type self.squadrons_panel.add_squadron_to_panel(squadron) self.update() def apply(self) -> None: self.squadrons_panel.apply() def revert(self) -> None: self.type_list.revert() self.squadrons_panel.revert() self.update() class AirWingConfigurationDialog(QDialog): """Dialog window for air wing configuration.""" def __init__(self, game: Game, parent) -> None: super().__init__(parent) self.setMinimumSize(1024, 768) self.setWindowTitle(f"Air Wing Configuration") # TODO: self.setWindowIcon() layout = QVBoxLayout() self.setLayout(layout) doc_label = QLabel( "Use this opportunity to customize the squadrons available to your " "coalition. This is your only opportunity to make changes." "

" "To accept your changes and continue, close this window." ) layout.addWidget(doc_label) self.tab_widget = QTabWidget() layout.addWidget(self.tab_widget) self.tabs = [] for coalition in game.coalitions: coalition_tab = AirWingConfigurationTab(coalition, game) name = "Blue" if coalition.player else "Red" self.tab_widget.addTab(coalition_tab, name) self.tabs.append(coalition_tab) buttons_layout = QHBoxLayout() apply_button = QPushButton("Accept Changes && Start Campaign") apply_button.setProperty("style", "btn-accept") apply_button.clicked.connect(lambda state: self.accept()) discard_button = QPushButton("Reset Changes") discard_button.setProperty("style", "btn-danger") discard_button.clicked.connect(lambda state: self.revert()) buttons_layout.addWidget(discard_button) buttons_layout.addWidget(apply_button) layout.addLayout(buttons_layout) def revert(self) -> None: for tab in self.tabs: tab.revert() def accept(self) -> None: for tab in self.tabs: tab.apply() super().accept() def reject(self) -> None: result = QMessageBox.information( None, "Discard changes?", "Are you sure you want to discard your changes and start the campaign?", QMessageBox.Yes, QMessageBox.No, ) if result == QMessageBox.No: return super().reject() class SquadronAircraftTypeSelector(QComboBox): def __init__( self, types: list[AircraftType], selected_aircraft: Optional[str] ) -> None: super().__init__() self.setSizeAdjustPolicy(self.AdjustToContents) for type in sorted(types, key=lambda type: type.name): self.addItem(type.name, type) if selected_aircraft: self.setCurrentText(selected_aircraft) class SquadronDefSelector(QComboBox): def __init__( self, squadron_defs: dict[AircraftType, list[SquadronDef]], aircraft: Optional[AircraftType], ) -> None: super().__init__() self.setSizeAdjustPolicy(self.AdjustToContents) self.squadron_defs = squadron_defs self.set_aircraft_type(aircraft) def set_aircraft_type(self, aircraft: Optional[AircraftType]): self.clear() self.addItem("None (Random)", None) if aircraft and aircraft in self.squadron_defs: for squadron_def in sorted( self.squadron_defs[aircraft], key=lambda squadron_def: squadron_def.name ): if not squadron_def.claimed: squadron_name = squadron_def.name if squadron_def.nickname: squadron_name += " (" + squadron_def.nickname + ")" self.addItem(squadron_name, squadron_def) self.setCurrentText("None (Random)") class SquadronConfigPopup(QDialog): def __init__( self, selected_aircraft: Optional[str], types: list[AircraftType], bases: list[ControlPoint], squadron_defs: dict[AircraftType, list[SquadronDef]], ) -> None: super().__init__() self.setWindowTitle(f"Add new Squadron") self.column = QVBoxLayout() self.setLayout(self.column) self.bases = bases self.column.addWidget(QLabel("Aircraft:")) self.aircraft_type_selector = SquadronAircraftTypeSelector( types, selected_aircraft ) self.aircraft_type_selector.currentIndexChanged.connect( self.on_aircraft_selection ) self.column.addWidget(self.aircraft_type_selector) self.column.addWidget(QLabel("Base:")) self.squadron_base_selector = SquadronBaseSelector( bases, None, self.aircraft_type_selector.currentData() ) self.column.addWidget(self.squadron_base_selector) self.column.addWidget(QLabel("Preset:")) self.squadron_def_selector = SquadronDefSelector( squadron_defs, self.aircraft_type_selector.currentData() ) self.column.addWidget(self.squadron_def_selector) self.column.addStretch() self.button_layout = QHBoxLayout() self.column.addLayout(self.button_layout) self.accept_button = QPushButton("Accept") self.accept_button.clicked.connect(lambda state: self.accept()) self.update_accept_button() self.button_layout.addWidget(self.accept_button) self.cancel_button = QPushButton("Cancel") self.cancel_button.clicked.connect(lambda state: self.reject()) self.button_layout.addWidget(self.cancel_button) def update_accept_button(self) -> None: enabled = ( self.aircraft_type_selector.currentData() is not None and self.squadron_base_selector.currentData() is not None ) self.accept_button.setEnabled(enabled) def on_aircraft_selection(self) -> None: self.squadron_base_selector.set_aircraft_type( self.aircraft_type_selector.currentData() ) self.squadron_def_selector.set_aircraft_type( self.aircraft_type_selector.currentData() ) self.update_accept_button() self.update()