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 ControlPoint from qt_ui.uiconstants import AIRCRAFT_ICONS, ICONS from qt_ui.widgets.combos.primarytaskselector import PrimaryTaskSelector class QMissionType(QCheckBox): def __init__( self, mission_type: FlightType, allowed: bool, auto_assignable: bool ) -> None: super().__init__() self.flight_type = mission_type self.setEnabled(allowed) self.setChecked(auto_assignable) @property def auto_assignable(self) -> bool: return self.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("Auto-Assign"), 0, 1) for i, task in enumerate(FlightType): if task is FlightType.FERRY: # Not plannable so just skip it. continue auto_assignable = task in squadron.auto_assignable_mission_types mission_type = QMissionType( task, squadron.capable_of(task), auto_assignable ) self.mission_types.append(mission_type) self.addWidget(QLabel(task.value), i + 1, 0) self.addWidget(mission_type, i + 1, 1) @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 def replace_squadron(self, squadron: Squadron) -> None: self.squadron = squadron for mission_type in self.mission_types: mission_type.setChecked( mission_type.flight_type in self.squadron.auto_assignable_mission_types ) 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) faction = squadron.coalition.faction overrides = [ x for x in faction.liveries_overrides.get(self.aircraft_type, []) if x in [y.id.lower() for y in liveries] ] if len(overrides) > 0: self.addItem("Use livery overrides", userData=None) 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, game: Game, coalition: Coalition, squadron: Squadron, ) -> None: super().__init__() self.game = game self.coalition = coalition 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("Primary task:")) self.primary_task_selector = PrimaryTaskSelector.for_squadron(self.squadron) left_column.addWidget(self.primary_task_selector) left_column.addWidget(QLabel("Base:")) self.base_selector = SquadronBaseSelector( game.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) self.player_list = QTextEdit( "
".join(p.name for p in self.claim_players_from_squadron()) ) self.player_list.setAcceptRichText(False) self.player_list.setEnabled(squadron.player and squadron.aircraft.flyable) left_column.addWidget(self.player_list) button_row = QHBoxLayout() left_column.addLayout(button_row) left_column.addStretch() delete_button = QPushButton("Remove Squadron") delete_button.setMaximumWidth(140) delete_button.clicked.connect(self.remove_from_squadron_config) button_row.addWidget(delete_button) replace_button = QPushButton("Replace with preset") replace_button.setMaximumWidth(140) replace_button.clicked.connect(self.replace_with_preset) button_row.addWidget(replace_button) button_row.addStretch() right_column = QVBoxLayout() self.mission_types = MissionTypeControls(squadron) right_column.addLayout(self.mission_types) right_column.addStretch() columns.addLayout(right_column) def bind_data(self) -> None: old_state = self.blockSignals(True) try: self.name_edit.setText(self.squadron.name) self.nickname_edit.setText(self.squadron.nickname) self.primary_task_selector.setCurrentText(self.squadron.primary_task.value) self.base_selector.setCurrentText(self.squadron.location.name) self.player_list.setText( "
".join(p.name for p in self.claim_players_from_squadron()) ) finally: self.blockSignals(old_state) def remove_from_squadron_config(self) -> None: self.remove_squadron_signal.emit(self.squadron) def pick_replacement_squadron(self) -> Optional[Squadron]: popup = PresetSquadronSelector( self.squadron.aircraft, self.coalition.air_wing.squadron_defs, ) if popup.exec_() != QDialog.Accepted: return None selected_def = popup.squadron_def_selector.currentData() self.squadron.coalition.air_wing.unclaim_squadron_def(self.squadron) squadron = Squadron.create_from( selected_def, self.squadron.primary_task, self.squadron.location, self.coalition, self.game, ) return squadron def claim_players_from_squadron(self) -> list[Pilot]: if not self.squadron.player: return [] players = [p for p in self.squadron.pilot_pool if p.player] for player in players: self.squadron.pilot_pool.remove(player) return players def return_players_to_squadron(self) -> None: if not self.squadron.player: return 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 def replace_with_preset(self) -> None: new_squadron = self.pick_replacement_squadron() if new_squadron is None: # The user canceled the dialog. return self.return_players_to_squadron() self.squadron = new_squadron self.bind_data() self.mission_types.replace_squadron(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() if (primary_task := self.primary_task_selector.selected_task) is not None: self.squadron.primary_task = primary_task else: raise RuntimeError("Primary task cannot be none") 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() self.return_players_to_squadron() # 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, game: Game, coalition: Coalition, squadrons: list[Squadron], ) -> None: super().__init__() self.game = game self.coalition = coalition self.squadron_configs = [] 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(self.game, self.coalition, squadron) 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, game: Game, coalition: Coalition, squadrons: list[Squadron] ) -> None: super().__init__() layout = QVBoxLayout() self.setLayout(layout) self.squadrons_config = SquadronConfigurationLayout(game, coalition, squadrons) 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, game: Game, coalition: Coalition) -> None: super().__init__() self.game = game self.coalition = coalition self.squadrons_pages: dict[AircraftType, AircraftSquadronsPage] = {} for aircraft, squadrons in self.air_wing.squadrons.items(): self.new_page_for_type(aircraft, squadrons) @property def air_wing(self) -> AirWing: return self.coalition.air_wing 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(self.game, self.coalition, squadrons) 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]: # Replace slashes with underscores because slashes are not allowed in filenames name = aircraft.dcs_id.replace("/", "_") 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(game, coalition) 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 isinstance(aircraft, AircraftType) and 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_task = popup.primary_task_selector.selected_task 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_task, 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], allow_random: bool = True, ) -> None: super().__init__() self.setSizeAdjustPolicy(self.AdjustToContents) self.squadron_defs = squadron_defs self.allow_random = allow_random self.set_aircraft_type(aircraft) def set_aircraft_type(self, aircraft: Optional[AircraftType]): self.clear() if self.allow_random: 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.setCurrentIndex(0) 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.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("Primary task:")) self.primary_task_selector = PrimaryTaskSelector( self.aircraft_type_selector.currentData() ) self.column.addWidget(self.primary_task_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 and self.primary_task_selector.selected_task 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.primary_task_selector.set_aircraft( self.aircraft_type_selector.currentData() ) self.update_accept_button() self.update() class PresetSquadronSelector(QDialog): def __init__( self, aircraft: AircraftType, squadron_defs: dict[AircraftType, list[SquadronDef]], ) -> None: super().__init__() self.setWindowTitle(f"Choose preset squadron") self.column = QVBoxLayout() self.setLayout(self.column) self.column.addWidget(QLabel("Preset:")) self.squadron_def_selector = SquadronDefSelector( squadron_defs, aircraft, allow_random=False ) 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.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)