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https://github.com/dcs-retribution/dcs-retribution.git
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This is just a hack that automatically converts the assigned pilots to players if needed. This really needs to be replaced with a roster editor like the flight edit screen has, but that also requires squadron selection, which isn't a thing we're ready for yet. https://github.com/dcs-liberation/dcs_liberation/issues/1139
232 lines
8.9 KiB
Python
232 lines
8.9 KiB
Python
import logging
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from typing import Optional
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from PySide2.QtCore import Qt, Signal
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from PySide2.QtWidgets import (
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QComboBox,
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QDialog,
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QLabel,
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QMessageBox,
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QPushButton,
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QVBoxLayout,
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QLineEdit,
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)
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from dcs.planes import PlaneType
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from game import Game
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from game.theater import ControlPoint, OffMapSpawn
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from gen.ato import Package
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from gen.flights.flight import Flight
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from qt_ui.uiconstants import EVENT_ICONS
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from qt_ui.widgets.QFlightSizeSpinner import QFlightSizeSpinner
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from qt_ui.widgets.QLabeledWidget import QLabeledWidget
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from qt_ui.widgets.combos.QAircraftTypeSelector import QAircraftTypeSelector
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from qt_ui.widgets.combos.QArrivalAirfieldSelector import QArrivalAirfieldSelector
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from qt_ui.widgets.combos.QFlightTypeComboBox import QFlightTypeComboBox
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from qt_ui.widgets.combos.QOriginAirfieldSelector import QOriginAirfieldSelector
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class QFlightCreator(QDialog):
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created = Signal(Flight)
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def __init__(self, game: Game, package: Package, parent=None) -> None:
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super().__init__(parent=parent)
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self.game = game
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self.package = package
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self.custom_name_text = None
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self.country = self.game.player_country
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self.setWindowTitle("Create flight")
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self.setWindowIcon(EVENT_ICONS["strike"])
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layout = QVBoxLayout()
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self.task_selector = QFlightTypeComboBox(self.game.theater, package.target)
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self.task_selector.setCurrentIndex(0)
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self.task_selector.currentTextChanged.connect(self.on_task_changed)
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layout.addLayout(QLabeledWidget("Task:", self.task_selector))
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self.aircraft_selector = QAircraftTypeSelector(
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self.game.aircraft_inventory.available_types_for_player,
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self.game.player_country,
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self.task_selector.currentData(),
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)
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self.aircraft_selector.setCurrentIndex(0)
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self.aircraft_selector.currentIndexChanged.connect(self.on_aircraft_changed)
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layout.addLayout(QLabeledWidget("Aircraft:", self.aircraft_selector))
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self.departure = QOriginAirfieldSelector(
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self.game.aircraft_inventory,
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[cp for cp in game.theater.controlpoints if cp.captured],
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self.aircraft_selector.currentData(),
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)
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self.departure.availability_changed.connect(self.update_max_size)
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self.departure.currentIndexChanged.connect(self.on_departure_changed)
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layout.addLayout(QLabeledWidget("Departure:", self.departure))
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self.arrival = QArrivalAirfieldSelector(
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[cp for cp in game.theater.controlpoints if cp.captured],
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self.aircraft_selector.currentData(),
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"Same as departure",
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)
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layout.addLayout(QLabeledWidget("Arrival:", self.arrival))
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self.divert = QArrivalAirfieldSelector(
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[cp for cp in game.theater.controlpoints if cp.captured],
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self.aircraft_selector.currentData(),
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"None",
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)
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layout.addLayout(QLabeledWidget("Divert:", self.divert))
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self.flight_size_spinner = QFlightSizeSpinner()
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self.update_max_size(self.departure.available)
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layout.addLayout(QLabeledWidget("Size:", self.flight_size_spinner))
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self.client_slots_spinner = QFlightSizeSpinner(
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min_size=0, max_size=self.flight_size_spinner.value(), default_size=0
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)
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self.flight_size_spinner.valueChanged.connect(
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lambda v: self.client_slots_spinner.setMaximum(v)
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)
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layout.addLayout(QLabeledWidget("Client Slots:", self.client_slots_spinner))
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# When an off-map spawn overrides the start type to in-flight, we save
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# the selected type into this value. If a non-off-map spawn is selected
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# we restore the previous choice.
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self.restore_start_type: Optional[str] = None
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self.start_type = QComboBox()
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self.start_type.addItems(["Cold", "Warm", "Runway", "In Flight"])
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self.start_type.setCurrentText(self.game.settings.default_start_type)
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layout.addLayout(
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QLabeledWidget(
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"Start type:",
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self.start_type,
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tooltip="Selects the start type for this flight.",
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)
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)
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layout.addWidget(
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QLabel(
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"Any option other than Cold will make this flight "
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+ "non-targetable<br />by OCA/Aircraft missions. This will affect "
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+ "game balance."
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)
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)
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self.custom_name = QLineEdit()
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self.custom_name.textChanged.connect(self.set_custom_name_text)
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layout.addLayout(
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QLabeledWidget("Custom Flight Name (Optional)", self.custom_name)
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)
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layout.addStretch()
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self.create_button = QPushButton("Create")
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self.create_button.clicked.connect(self.create_flight)
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layout.addWidget(self.create_button, alignment=Qt.AlignRight)
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self.setLayout(layout)
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self.on_departure_changed(self.departure.currentIndex())
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def set_custom_name_text(self, text: str):
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self.custom_name_text = text
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def verify_form(self) -> Optional[str]:
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aircraft: PlaneType = self.aircraft_selector.currentData()
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origin: ControlPoint = self.departure.currentData()
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arrival: ControlPoint = self.arrival.currentData()
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divert: ControlPoint = self.divert.currentData()
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size: int = self.flight_size_spinner.value()
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if aircraft is None:
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return "You must select an aircraft type."
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if not origin.captured:
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return f"{origin.name} is not owned by your coalition."
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if arrival is not None and not arrival.captured:
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return f"{arrival.name} is not owned by your coalition."
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if divert is not None and not divert.captured:
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return f"{divert.name} is not owned by your coalition."
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available = origin.base.aircraft.get(aircraft, 0)
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if not available:
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return f"{origin.name} has no {aircraft.id} available."
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if size > available:
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return f"{origin.name} has only {available} {aircraft.id} available."
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if size <= 0:
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return f"Flight must have at least one aircraft."
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if self.custom_name_text and "|" in self.custom_name_text:
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return f"Cannot include | in flight name"
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return None
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def create_flight(self) -> None:
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error = self.verify_form()
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if error is not None:
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QMessageBox.critical(self, "Could not create flight", error, QMessageBox.Ok)
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return
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task = self.task_selector.currentData()
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aircraft = self.aircraft_selector.currentData()
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origin = self.departure.currentData()
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arrival = self.arrival.currentData()
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divert = self.divert.currentData()
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size = self.flight_size_spinner.value()
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if arrival is None:
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arrival = origin
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flight = Flight(
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self.package,
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self.country,
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self.game.air_wing_for(player=True).squadron_for(aircraft),
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size,
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task,
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self.start_type.currentText(),
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origin,
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arrival,
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divert,
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custom_name=self.custom_name_text,
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)
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for pilot, idx in zip(flight.pilots, range(self.client_slots_spinner.value())):
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if pilot is None:
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logging.error(
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f"Cannot create client slot because {flight} has no pilot for "
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f"aircraft {idx}"
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)
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continue
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pilot.player = True
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# noinspection PyUnresolvedReferences
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self.created.emit(flight)
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self.close()
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def on_aircraft_changed(self, index: int) -> None:
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new_aircraft = self.aircraft_selector.itemData(index)
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self.departure.change_aircraft(new_aircraft)
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self.arrival.change_aircraft(new_aircraft)
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self.divert.change_aircraft(new_aircraft)
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def on_departure_changed(self, index: int) -> None:
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departure = self.departure.itemData(index)
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if isinstance(departure, OffMapSpawn):
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previous_type = self.start_type.currentText()
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if previous_type != "In Flight":
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self.restore_start_type = previous_type
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self.start_type.setCurrentText("In Flight")
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self.start_type.setEnabled(False)
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else:
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self.start_type.setEnabled(True)
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if self.restore_start_type is not None:
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self.start_type.setCurrentText(self.restore_start_type)
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self.restore_start_type = None
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def on_task_changed(self) -> None:
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self.aircraft_selector.update_items(
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self.task_selector.currentData(),
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self.game.aircraft_inventory.available_types_for_player,
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)
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def update_max_size(self, available: int) -> None:
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self.flight_size_spinner.setMaximum(min(available, 4))
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if self.flight_size_spinner.maximum() >= 2:
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if self.flight_size_spinner.value() < 2:
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self.flight_size_spinner.setValue(2)
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