import logging from copy import deepcopy from typing import Callable, Iterator, Optional, Type from PySide6.QtCore import QItemSelection, QItemSelectionModel, QModelIndex, Qt from PySide6.QtWidgets import ( QAbstractItemView, QCheckBox, QComboBox, QDialog, QHBoxLayout, QLabel, QListView, QPushButton, QVBoxLayout, QInputDialog, QLineEdit, QMessageBox, ) from dcs.unittype import FlyingType from game.ato.flightplans.custom import CustomFlightPlan from game.ato.flighttype import FlightType from game.ato.flightwaypointtype import FlightWaypointType from game.dcs.aircrafttype import AircraftType from game.server import EventStream from game.sim import GameUpdateEvents from game.squadrons import Pilot, Squadron from game.theater import ConflictTheater, ControlPoint, ParkingType from qt_ui.delegates import TwoColumnRowDelegate from qt_ui.errorreporter import report_errors from qt_ui.models import AtoModel, SquadronModel from qt_ui.simcontroller import SimController from qt_ui.widgets.combos.QSquadronLiverySelector import SquadronLiverySelector from qt_ui.widgets.combos.primarytaskselector import PrimaryTaskSelector class PilotDelegate(TwoColumnRowDelegate): def __init__(self, squadron_model: SquadronModel) -> None: super().__init__(rows=2, columns=2, font_size=12) self.squadron_model = squadron_model @staticmethod def pilot(index: QModelIndex) -> Pilot: return index.data(SquadronModel.PilotRole) def text_for(self, index: QModelIndex, row: int, column: int) -> str: pilot = self.pilot(index) if (row, column) == (0, 0): return self.squadron_model.data(index, Qt.ItemDataRole.DisplayRole) elif (row, column) == (0, 1): flown = pilot.record.missions_flown missions = "missions" if flown != 1 else "mission" return f"{flown} {missions} flown" elif (row, column) == (1, 0): return "Player" if pilot.player else "AI" elif (row, column) == (1, 1): return pilot.status.value return "" class PilotList(QListView): """List view for displaying a squadron's pilots.""" def __init__(self, squadron_model: SquadronModel) -> None: super().__init__() self.squadron_model = squadron_model self.setItemDelegate(PilotDelegate(self.squadron_model)) self.setModel(self.squadron_model) self.selectionModel().setCurrentIndex( self.squadron_model.index(0, 0, QModelIndex()), QItemSelectionModel.SelectionFlag.Select, ) # self.setIconSize(QSize(91, 24)) self.setSelectionBehavior(QAbstractItemView.SelectionBehavior.SelectItems) class AutoAssignedTaskControls(QVBoxLayout): def __init__(self, squadron_model: SquadronModel) -> None: super().__init__() self.squadron_model = squadron_model self.addWidget(QLabel("Auto-assignable 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: if self.squadron_model.squadron.capable_of(task): checkbox = QCheckBox(text=task.value) checkbox.setChecked(squadron_model.is_auto_assignable(task)) checkbox.toggled.connect(make_callback(task)) self.addWidget(checkbox) self.addStretch() def on_toggled(self, task: FlightType, checked: bool) -> None: self.squadron_model.set_auto_assignable(task, checked) class SquadronDestinationComboBox(QComboBox): def __init__(self, squadron: Squadron, theater: ConflictTheater) -> None: super().__init__() self.squadron = squadron self.theater = theater parking_type = ParkingType().from_squadron(squadron) room = squadron.location.unclaimed_parking(parking_type) self.addItem( f"Remain at {squadron.location} (room for {room} more aircraft)", squadron.location, ) selected_index: Optional[int] = None for idx, destination in enumerate(sorted(self.iter_destinations(), key=str), 1): if destination == squadron.destination: selected_index = idx room = self.calculate_parking_slots( destination, squadron.aircraft.dcs_unit_type ) self.addItem( f"Transfer to {destination} (room for {room} more aircraft)", destination, ) if room < squadron.owned_aircraft or room == 0: diff = squadron.owned_aircraft - room text = ( f"Transfer to {destination} not possible " f"({diff} additional slots required)" ) if squadron.owned_aircraft == 0 and room == 0: text = ( f"Transfer to {destination} not possible " f"(no fitting slots found)" ) self.setItemText(idx, text) self.model().item(idx).setEnabled(False) if squadron.destination is None: selected_index = 0 if selected_index is not None: self.setCurrentIndex(selected_index) def iter_destinations(self) -> Iterator[ControlPoint]: size = self.squadron.expected_size_next_turn parking_type = ParkingType().from_squadron(self.squadron) for control_point in self.theater.control_points_for(self.squadron.player): if control_point == self.squadron.location: continue if not control_point.can_operate(self.squadron.aircraft): continue ac_type = self.squadron.aircraft.dcs_unit_type if ( self.squadron.destination is not control_point and control_point.unclaimed_parking(parking_type) < size and self.calculate_parking_slots(control_point, ac_type) < size ): continue yield control_point @staticmethod def calculate_parking_slots( cp: ControlPoint, dcs_unit_type: Type[FlyingType] ) -> int: if cp.dcs_airport: ap = deepcopy(cp.dcs_airport) overflow = [] parking_type = ParkingType( fixed_wing=False, fixed_wing_stol=False, rotary_wing=True ) free_helicopter_slots = cp.total_aircraft_parking(parking_type) parking_type = ParkingType( fixed_wing=False, fixed_wing_stol=True, rotary_wing=False ) free_ground_spawns = cp.total_aircraft_parking(parking_type) for s in cp.squadrons: for count in range(s.owned_aircraft): is_heli = s.aircraft.helicopter is_vtol = not is_heli and s.aircraft.lha_capable count_ground_spawns = ( s.aircraft.flyable or cp.coalition.game.settings.ground_start_ai_planes ) if free_helicopter_slots > 0 and (is_heli or is_vtol): free_helicopter_slots = -1 elif free_ground_spawns > 0 and ( is_heli or is_vtol or count_ground_spawns ): free_ground_spawns = -1 else: slot = ap.free_parking_slot(s.aircraft.dcs_unit_type) if slot: slot.unit_id = id(s) + count else: overflow.append(s) break if overflow: overflow_msg = "" for s in overflow: overflow_msg += f"{s.name} - {s.aircraft.variant_id}
" QMessageBox.warning( None, "Insufficient parking space detected!", f"Insufficient parking space was detected at {cp.name}:

" f"{overflow_msg}
" f"Consider moving these squadrons to different airfield " "to avoid possible air-starts.", ) return ( len(ap.free_parking_slots(dcs_unit_type)) + free_helicopter_slots + free_ground_spawns ) else: parking_type = ParkingType().from_aircraft( next(AircraftType.for_dcs_type(dcs_unit_type)), cp.coalition.game.settings.ground_start_ai_planes, ) return cp.unclaimed_parking(parking_type) class SquadronDialog(QDialog): """Dialog window showing a squadron.""" def __init__( self, ato_model: AtoModel, squadron_model: SquadronModel, theater: ConflictTheater, sim_controller: SimController, parent, ) -> None: super().__init__(parent) self.ato_model = ato_model self.squadron_model = squadron_model self.sim_controller = sim_controller self.setMinimumSize(1000, 440) self.setWindowTitle(str(squadron_model.squadron)) # TODO: self.setWindowIcon() layout = QVBoxLayout() self.setLayout(layout) columns = QHBoxLayout() layout.addLayout(columns) left_column = QVBoxLayout() columns.addLayout(left_column) left_column.addWidget(QLabel("Primary task")) self.primary_task_selector = PrimaryTaskSelector.for_squadron( self.squadron_model.squadron ) self.primary_task_selector.currentIndexChanged.connect( self.on_task_index_changed ) left_column.addWidget(self.primary_task_selector) left_column.addWidget(QLabel("Livery")) self.livery_selector = SquadronLiverySelector(self.squadron_model.squadron) left_column.addWidget(self.livery_selector) auto_assigned_tasks = AutoAssignedTaskControls(squadron_model) left_column.addLayout(auto_assigned_tasks) self.pilot_list = PilotList(squadron_model) self.pilot_list.selectionModel().selectionChanged.connect( self.on_selection_changed ) columns.addWidget(self.pilot_list) button_panel = QHBoxLayout() self.transfer_destination = SquadronDestinationComboBox( squadron_model.squadron, theater ) self.transfer_destination.currentIndexChanged.connect( self.on_destination_changed ) button_panel.addWidget(self.transfer_destination) button_panel.addStretch() layout.addLayout(button_panel) self.rename_button = QPushButton("Rename pilot") self.rename_button.setProperty("style", "start-button") self.rename_button.clicked.connect(self.rename_pilot) button_panel.addWidget( self.rename_button, alignment=Qt.AlignmentFlag.AlignRight ) self.toggle_ai_button = QPushButton() self.reset_ai_toggle_state(self.pilot_list.currentIndex()) self.toggle_ai_button.setProperty("style", "start-button") self.toggle_ai_button.clicked.connect(self.toggle_ai) button_panel.addWidget( self.toggle_ai_button, alignment=Qt.AlignmentFlag.AlignRight ) self.toggle_leave_button = QPushButton() self.reset_leave_toggle_state(self.pilot_list.currentIndex()) self.toggle_leave_button.setProperty("style", "start-button") self.toggle_leave_button.clicked.connect(self.toggle_leave) button_panel.addWidget( self.toggle_leave_button, alignment=Qt.AlignmentFlag.AlignRight ) @property def squadron(self) -> Squadron: return self.squadron_model.squadron def _instant_relocate(self, destination: ControlPoint) -> None: self.squadron.relocate_to(destination) for _, f in self.squadron.flight_db.objects.items(): if f.squadron == self.squadron: if isinstance(f.flight_plan, CustomFlightPlan): for wpt in f.flight_plan.waypoints: if wpt.waypoint_type == FlightWaypointType.LANDING_POINT: wpt.control_point = destination wpt.position = wpt.control_point.position break f.recreate_flight_plan() EventStream.put_nowait(GameUpdateEvents().update_flight(f)) def on_destination_changed(self, index: int) -> None: with report_errors("Could not change squadron destination", self): destination = self.transfer_destination.itemData(index) if destination is self.squadron.location: self.squadron.cancel_relocation() elif self.ato_model.game.settings.enable_transfer_cheat: self._instant_relocate(destination) else: self.squadron.plan_relocation( destination, self.sim_controller.current_time_in_sim ) self.ato_model.replace_from_game(player=True) def check_disabled_button_states( self, button: QPushButton, index: QModelIndex ) -> bool: if not index.isValid(): button.setText("No pilot selected") button.setDisabled(True) return True pilot = self.squadron_model.pilot_at_index(index) if not pilot.alive: button.setText("Pilot is dead") button.setDisabled(True) return True return False def rename_pilot(self) -> None: index = self.pilot_list.currentIndex() if not index.isValid(): logging.error("Cannot toggle player/AI: no pilot is selected") return p = self.squadron_model.pilot_at_index(index) text, ok = QInputDialog.getText( self, "Rename pilot", "New name: ", QLineEdit.EchoMode.Normal ) if ok: p.name = text def toggle_ai(self) -> None: index = self.pilot_list.currentIndex() if not index.isValid(): logging.error("Cannot toggle player/AI: no pilot is selected") return self.squadron_model.toggle_ai_state(index) def reset_ai_toggle_state(self, index: QModelIndex) -> None: if self.check_disabled_button_states(self.toggle_ai_button, index): return if not self.squadron_model.squadron.aircraft.flyable: self.toggle_ai_button.setText("Not flyable") self.toggle_ai_button.setDisabled(True) return self.toggle_ai_button.setEnabled(True) pilot = self.squadron_model.pilot_at_index(index) self.toggle_ai_button.setText( "Convert to AI" if pilot.player else "Convert to player" ) def toggle_leave(self) -> None: index = self.pilot_list.currentIndex() if not index.isValid(): logging.error("Cannot toggle on leave state: no pilot is selected") return self.squadron_model.toggle_leave_state(index) def reset_leave_toggle_state(self, index: QModelIndex) -> None: if self.check_disabled_button_states(self.toggle_leave_button, index): return pilot = self.squadron_model.pilot_at_index(index) self.toggle_leave_button.setEnabled( not pilot.on_leave or self.squadron_model.squadron.has_unfilled_pilot_slots ) self.toggle_leave_button.setText( "Return from leave" if pilot.on_leave else "Send on leave" ) def on_selection_changed( self, selected: QItemSelection, _deselected: QItemSelection ) -> None: index = selected.indexes()[0] self.reset_ai_toggle_state(index) self.reset_leave_toggle_state(index) def on_task_index_changed(self, index: int) -> None: task = self.primary_task_selector.itemData(index) if task is None: raise RuntimeError("Selected task cannot be None") self.squadron.primary_task = task