Dan Albert ff083942e8 Replace mission planning UI.
Mission planning has been completely redone. Missions are now planned
by right clicking the target area and choosing "New package".

A package can include multiple flights for the same objective. Right
now the automatic flight planner is only fragging single-flight
packages in the same manner that it used to, but that can be improved
now.

The air tasking order (ATO) is now the left bar of the main UI. This
shows every fragged package, and the flights in the selected package.
The info bar that was previously on the left is now a smaller bar at
the bottom of the screen. The old "Mission Planning" button is now
just the "Take Off" button.

The flight plan display no longer shows enemy flight plans. That could
be re-added if needed, probably with a difficulty/cheat option.

Aircraft inventories have been disassociated from the Planner class.
Aircraft inventories are now stored globally in the Game object.

Save games made prior to this update will not be compatible do to the
changes in how aircraft inventories and planned flights are stored.
2020-09-27 13:44:58 -07:00

130 lines
5.0 KiB
Python

from PySide2.QtWidgets import QFrame, QGroupBox, QHBoxLayout, QPushButton
import qt_ui.uiconstants as CONST
from game import Game
from game.event import CAP, CAS, FrontlineAttackEvent
from qt_ui.widgets.QBudgetBox import QBudgetBox
from qt_ui.widgets.QFactionsInfos import QFactionsInfos
from qt_ui.widgets.QTurnCounter import QTurnCounter
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
from qt_ui.windows.settings.QSettingsWindow import QSettingsWindow
from qt_ui.windows.stats.QStatsWindow import QStatsWindow
from qt_ui.windows.QWaitingForMissionResultWindow import QWaitingForMissionResultWindow
class QTopPanel(QFrame):
def __init__(self, game: Game):
super(QTopPanel, self).__init__()
self.game = game
self.setMaximumHeight(70)
self.init_ui()
GameUpdateSignal.get_instance().gameupdated.connect(self.setGame)
GameUpdateSignal.get_instance().budgetupdated.connect(self.budget_update)
def init_ui(self):
self.turnCounter = QTurnCounter()
self.budgetBox = QBudgetBox(self.game)
self.passTurnButton = QPushButton("Pass Turn")
self.passTurnButton.setIcon(CONST.ICONS["PassTurn"])
self.passTurnButton.setProperty("style", "btn-primary")
self.passTurnButton.clicked.connect(self.passTurn)
self.proceedButton = QPushButton("Take off")
self.proceedButton.setIcon(CONST.ICONS["Proceed"])
self.proceedButton.setProperty("style", "start-button")
self.proceedButton.clicked.connect(self.launch_mission)
if self.game and self.game.turn == 0:
self.proceedButton.setEnabled(False)
self.factionsInfos = QFactionsInfos(self.game)
self.settings = QPushButton("Settings")
self.settings.setIcon(CONST.ICONS["Settings"])
self.settings.setProperty("style", "btn-primary")
self.settings.clicked.connect(self.openSettings)
self.statistics = QPushButton("Statistics")
self.statistics.setIcon(CONST.ICONS["Statistics"])
self.statistics.setProperty("style", "btn-primary")
self.statistics.clicked.connect(self.openStatisticsWindow)
self.buttonBox = QGroupBox("Misc")
self.buttonBoxLayout = QHBoxLayout()
self.buttonBoxLayout.addWidget(self.settings)
self.buttonBoxLayout.addWidget(self.statistics)
self.buttonBox.setLayout(self.buttonBoxLayout)
self.proceedBox = QGroupBox("Proceed")
self.proceedBoxLayout = QHBoxLayout()
self.proceedBoxLayout.addWidget(self.passTurnButton)
self.proceedBoxLayout.addWidget(self.proceedButton)
self.proceedBox.setLayout(self.proceedBoxLayout)
self.layout = QHBoxLayout()
self.layout.addWidget(self.factionsInfos)
self.layout.addWidget(self.turnCounter)
self.layout.addWidget(self.budgetBox)
self.layout.addWidget(self.buttonBox)
self.layout.addStretch(1)
self.layout.addWidget(self.proceedBox)
self.layout.setContentsMargins(0,0,0,0)
self.setLayout(self.layout)
def setGame(self, game:Game):
self.game = game
if game is not None:
self.turnCounter.setCurrentTurn(self.game.turn, self.game.current_day)
self.budgetBox.setGame(self.game)
self.factionsInfos.setGame(self.game)
if self.game and self.game.turn == 0:
self.proceedButton.setEnabled(False)
else:
self.proceedButton.setEnabled(True)
def openSettings(self):
self.subwindow = QSettingsWindow(self.game)
self.subwindow.show()
def openStatisticsWindow(self):
self.subwindow = QStatsWindow(self.game)
self.subwindow.show()
def passTurn(self):
self.game.pass_turn(no_action=True)
GameUpdateSignal.get_instance().updateGame(self.game)
self.proceedButton.setEnabled(True)
def launch_mission(self):
"""Finishes planning and waits for mission completion."""
# TODO: Refactor this nonsense.
game_event = None
for event in self.game.events:
if isinstance(event,
FrontlineAttackEvent) and event.is_player_attacking:
game_event = event
if game_event is None:
game_event = FrontlineAttackEvent(
self.game,
self.game.theater.controlpoints[0],
self.game.theater.controlpoints[0],
self.game.theater.controlpoints[0].position,
self.game.player_name,
self.game.enemy_name)
game_event.is_awacs_enabled = True
game_event.ca_slots = 1
game_event.departure_cp = self.game.theater.controlpoints[0]
game_event.player_attacking({CAS: {}, CAP: {}})
game_event.depart_from = self.game.theater.controlpoints[0]
self.game.initiate_event(game_event)
waiting = QWaitingForMissionResultWindow(game_event, self.game)
waiting.show()
def budget_update(self, game:Game):
self.budgetBox.setGame(game)