mirror of
https://github.com/dcs-retribution/dcs-retribution.git
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This is an attempt to remove a lot of our supposedly unnecessary error handling. Every aircraft should have a price, a description, a name, etc; and none of those should require carrying around the faction's country as context. This moves all the data for aircraft into yaml files (only one converted here as an example). Most of the "extended unit info" isn't actually being read yet. To replace the renaming of units based on the county, we instead generate multiple types of each unit when necessary. The CF-18 is just as much a first-class type as the F/A-18 is. This doesn't work in its current state because it does break all the existing names for aircraft that are used in the faction and squadron files, and we no longer let those errors go as a warning. It will be an annoying one time switch, but it allows us to define the names that get used in these files instead of being sensitive to changes as they happen in pydcs, and allows faction designers to specifically choose, for example, the Su-22 instead of the Su-17. One thing not handled by this is aircraft task capability. This is because the lists in ai_flight_planner_db.py are a priority list, and to move it out to a yaml file we'd need to assign a weight to it that would be used to stack rank each aircraft. That's doable, but it makes it much more difficult to see the ordering of aircraft at a glance, and much more annoying to move aircraft around in the priority list. I don't think this is worth doing, and the priority lists will remain in their own separate lists. This includes the converted I used to convert all the old unit info and factions to the new format. This doesn't need to live long, but we may want to reuse it in the future so we want it in the version history.
225 lines
7.3 KiB
Python
225 lines
7.3 KiB
Python
from __future__ import annotations
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from dataclasses import dataclass
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from typing import Optional, Iterator
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from PySide2.QtCore import (
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QItemSelectionModel,
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QModelIndex,
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Qt,
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QSize,
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)
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from PySide2.QtWidgets import (
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QAbstractItemView,
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QCheckBox,
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QDialog,
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QListView,
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QVBoxLayout,
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QTabWidget,
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QTableWidget,
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QTableWidgetItem,
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QWidget,
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)
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from game.inventory import ControlPointAircraftInventory
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from game.squadrons import Squadron
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from gen.flights.flight import Flight
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from qt_ui.delegates import TwoColumnRowDelegate
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from qt_ui.models import GameModel, AirWingModel, SquadronModel
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from qt_ui.windows.SquadronDialog import SquadronDialog
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class SquadronDelegate(TwoColumnRowDelegate):
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def __init__(self, air_wing_model: AirWingModel) -> None:
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super().__init__(rows=2, columns=2, font_size=12)
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self.air_wing_model = air_wing_model
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@staticmethod
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def squadron(index: QModelIndex) -> Squadron:
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return index.data(AirWingModel.SquadronRole)
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def text_for(self, index: QModelIndex, row: int, column: int) -> str:
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if (row, column) == (0, 0):
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return self.air_wing_model.data(index, Qt.DisplayRole)
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elif (row, column) == (0, 1):
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squadron = self.air_wing_model.data(index, AirWingModel.SquadronRole)
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return squadron.aircraft.name
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elif (row, column) == (1, 0):
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return self.squadron(index).nickname
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elif (row, column) == (1, 1):
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squadron = self.squadron(index)
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alive = squadron.number_of_living_pilots
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active = len(squadron.active_pilots)
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available = len(squadron.available_pilots)
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return f"{alive} pilots, {active} active, {available} unassigned"
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return ""
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class SquadronList(QListView):
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"""List view for displaying the air wing's squadrons."""
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def __init__(self, air_wing_model: AirWingModel) -> None:
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super().__init__()
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self.air_wing_model = air_wing_model
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self.dialog: Optional[SquadronDialog] = None
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self.setIconSize(QSize(91, 24))
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self.setItemDelegate(SquadronDelegate(self.air_wing_model))
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self.setModel(self.air_wing_model)
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self.selectionModel().setCurrentIndex(
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self.air_wing_model.index(0, 0, QModelIndex()), QItemSelectionModel.Select
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)
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# self.setIconSize(QSize(91, 24))
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self.setSelectionBehavior(QAbstractItemView.SelectItems)
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self.doubleClicked.connect(self.on_double_click)
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def on_double_click(self, index: QModelIndex) -> None:
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if not index.isValid():
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return
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self.dialog = SquadronDialog(
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SquadronModel(self.air_wing_model.squadron_at_index(index)), self
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)
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self.dialog.show()
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@dataclass(frozen=True)
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class AircraftInventoryData:
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location: str
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unit_type: str
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task: str
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target: str
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pilot: str
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player: str
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@classmethod
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def headers(cls) -> list[str]:
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return ["Base", "Type", "Flight Type", "Target", "Pilot", "Player"]
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@property
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def columns(self) -> Iterator[str]:
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yield self.location
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yield self.unit_type
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yield self.task
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yield self.target
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yield self.pilot
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yield self.player
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@classmethod
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def from_flight(cls, flight: Flight) -> Iterator[AircraftInventoryData]:
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num_units = flight.count
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flight_type = flight.flight_type.value
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target = flight.package.target.name
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for idx in range(0, num_units):
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pilot = flight.roster.pilots[idx]
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if pilot is None:
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pilot_name = "Unassigned"
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player = ""
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else:
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pilot_name = pilot.name
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player = "Player" if pilot.player else "AI"
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yield AircraftInventoryData(
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flight.departure.name,
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flight.unit_type.name,
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flight_type,
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target,
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pilot_name,
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player,
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)
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@classmethod
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def each_from_inventory(
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cls, inventory: ControlPointAircraftInventory
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) -> Iterator[AircraftInventoryData]:
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for unit_type, num_units in inventory.all_aircraft:
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for _ in range(0, num_units):
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yield AircraftInventoryData(
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inventory.control_point.name,
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unit_type.name,
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"Idle",
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"N/A",
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"N/A",
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"N/A",
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)
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class AirInventoryView(QWidget):
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def __init__(self, game_model: GameModel) -> None:
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super().__init__()
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self.game_model = game_model
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self.country = self.game_model.game.country_for(player=True)
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layout = QVBoxLayout()
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self.setLayout(layout)
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self.only_unallocated_cb = QCheckBox("Unallocated Only?")
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self.only_unallocated_cb.toggled.connect(self.update_table)
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layout.addWidget(self.only_unallocated_cb)
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self.table = QTableWidget()
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layout.addWidget(self.table)
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self.table.setEditTriggers(QAbstractItemView.NoEditTriggers)
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self.table.verticalHeader().setVisible(False)
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self.update_table(False)
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def update_table(self, only_unallocated: bool) -> None:
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self.table.setSortingEnabled(False)
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self.table.clear()
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inventory_rows = list(self.get_data(only_unallocated))
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self.table.setRowCount(len(inventory_rows))
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headers = AircraftInventoryData.headers()
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self.table.setColumnCount(len(headers))
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self.table.setHorizontalHeaderLabels(headers)
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for row, data in enumerate(inventory_rows):
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for column, value in enumerate(data.columns):
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self.table.setItem(row, column, QTableWidgetItem(value))
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self.table.resizeColumnsToContents()
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self.table.setSortingEnabled(True)
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def iter_allocated_aircraft(self) -> Iterator[AircraftInventoryData]:
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for package in self.game_model.game.blue_ato.packages:
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for flight in package.flights:
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yield from AircraftInventoryData.from_flight(flight)
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def iter_unallocated_aircraft(self) -> Iterator[AircraftInventoryData]:
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game = self.game_model.game
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for control_point, inventory in game.aircraft_inventory.inventories.items():
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if control_point.captured:
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yield from AircraftInventoryData.each_from_inventory(inventory)
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def get_data(self, only_unallocated: bool) -> Iterator[AircraftInventoryData]:
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yield from self.iter_unallocated_aircraft()
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if not only_unallocated:
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yield from self.iter_allocated_aircraft()
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class AirWingTabs(QTabWidget):
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def __init__(self, game_model: GameModel) -> None:
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super().__init__()
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self.addTab(SquadronList(game_model.blue_air_wing_model), "Squadrons")
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self.addTab(AirInventoryView(game_model), "Inventory")
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class AirWingDialog(QDialog):
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"""Dialog window showing the player's air wing."""
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def __init__(self, game_model: GameModel, parent) -> None:
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super().__init__(parent)
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self.air_wing_model = game_model.blue_air_wing_model
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self.setMinimumSize(1000, 440)
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self.setWindowTitle(f"Air Wing")
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# TODO: self.setWindowIcon()
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layout = QVBoxLayout()
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self.setLayout(layout)
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layout.addWidget(AirWingTabs(game_model))
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