dcs-retribution/qt_ui/widgets/map/QLiberationMap.py

804 lines
33 KiB
Python

from __future__ import annotations
import datetime
import logging
import math
from typing import Iterable, Iterator, List, Optional, Tuple
from PySide2 import QtWidgets, QtCore
from PySide2.QtCore import QPointF, Qt, QLineF, QRectF
from PySide2.QtGui import (
QBrush,
QColor,
QFont,
QPen,
QPixmap,
QPolygonF,
QWheelEvent, )
from PySide2.QtWidgets import (
QFrame,
QGraphicsItem,
QGraphicsOpacityEffect,
QGraphicsScene,
QGraphicsView, QGraphicsSceneMouseEvent,
)
from dcs import Point
from dcs.mapping import point_from_heading
import qt_ui.uiconstants as CONST
from game import Game, db
from game.theater import ControlPoint, Enum
from game.theater.conflicttheater import FrontLine
from game.theater.theatergroundobject import (
TheaterGroundObject,
)
from game.utils import meter_to_feet, nm_to_meter, meter_to_nm
from game.weather import TimeOfDay
from gen import Conflict
from gen.flights.flight import Flight, FlightWaypoint, FlightWaypointType
from gen.flights.flightplan import FlightPlan
from qt_ui.displayoptions import DisplayOptions
from qt_ui.models import GameModel
from qt_ui.widgets.map.QFrontLine import QFrontLine
from qt_ui.widgets.map.QLiberationScene import QLiberationScene
from qt_ui.widgets.map.QMapControlPoint import QMapControlPoint
from qt_ui.widgets.map.QMapGroundObject import QMapGroundObject
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
MAX_SHIP_DISTANCE = 80
def binomial(i: int, n: int) -> float:
"""Binomial coefficient"""
return math.factorial(n) / float(
math.factorial(i) * math.factorial(n - i))
def bernstein(t: float, i: int, n: int) -> float:
"""Bernstein polynom"""
return binomial(i, n) * (t ** i) * ((1 - t) ** (n - i))
def bezier(t: float, points: Iterable[Tuple[float, float]]) -> Tuple[float, float]:
"""Calculate coordinate of a point in the bezier curve"""
n = len(points) - 1
x = y = 0
for i, pos in enumerate(points):
bern = bernstein(t, i, n)
x += pos[0] * bern
y += pos[1] * bern
return x, y
def bezier_curve_range(n: int, points: Iterable[Tuple[float, float]]) -> Iterator[Tuple[float, float]]:
"""Range of points in a curve bezier"""
for i in range(n):
t = i / float(n - 1)
yield bezier(t, points)
class QLiberationMapState(Enum):
NORMAL = 0
MOVING_UNIT = 1
class QLiberationMap(QGraphicsView):
WAYPOINT_SIZE = 4
instance: Optional[QLiberationMap] = None
def __init__(self, game_model: GameModel):
super(QLiberationMap, self).__init__()
QLiberationMap.instance = self
self.game_model = game_model
self.game: Optional[Game] = game_model.game
self.state = QLiberationMapState.NORMAL
self.waypoint_info_font = QFont()
self.waypoint_info_font.setPointSize(12)
self.flight_path_items: List[QGraphicsItem] = []
# A tuple of (package index, flight index), or none.
self.selected_flight: Optional[Tuple[int, int]] = None
self.setMinimumSize(800, 600)
self.setMaximumHeight(2160)
self._zoom = 0
self.factor = 1
self.factorized = 1
self.init_scene()
self.setGame(game_model.game)
# Object displayed when unit is selected
self.movement_line = QtWidgets.QGraphicsLineItem(QtCore.QLineF(QPointF(0,0),QPointF(0,0)))
self.movement_line.setPen(QPen(CONST.COLORS["orange"], width=10.0))
self.selected_cp: QMapControlPoint = None
GameUpdateSignal.get_instance().flight_paths_changed.connect(
lambda: self.draw_flight_plans(self.scene())
)
def update_package_selection(index: int) -> None:
# Optional[int] isn't a valid type for a Qt signal. None will be
# converted to zero automatically. We use -1 to indicate no
# selection.
if index == -1:
self.selected_flight = None
else:
self.selected_flight = index, 0
self.draw_flight_plans(self.scene())
GameUpdateSignal.get_instance().package_selection_changed.connect(
update_package_selection
)
def update_flight_selection(index: int) -> None:
if self.selected_flight is None:
if index != -1:
# We don't know what order update_package_selection and
# update_flight_selection will be called in when the last
# package is removed. If no flight is selected, it's not a
# problem to also have no package selected.
logging.error(
"Flight was selected with no package selected")
return
# Optional[int] isn't a valid type for a Qt signal. None will be
# converted to zero automatically. We use -1 to indicate no
# selection.
if index == -1:
self.selected_flight = self.selected_flight[0], None
self.selected_flight = self.selected_flight[0], index
self.draw_flight_plans(self.scene())
GameUpdateSignal.get_instance().flight_selection_changed.connect(
update_flight_selection
)
self.nm_to_pixel_ratio: int = 0
def init_scene(self):
scene = QLiberationScene(self)
self.setScene(scene)
self.setTransformationAnchor(QGraphicsView.AnchorUnderMouse)
self.setResizeAnchor(QGraphicsView.AnchorUnderMouse)
self.setBackgroundBrush(QBrush(QColor(30, 30, 30)))
self.setFrameShape(QFrame.NoFrame)
self.setDragMode(QGraphicsView.ScrollHandDrag)
def setGame(self, game: Optional[Game]):
self.game = game
if self.game is not None:
logging.debug("Reloading Map Canvas")
self.nm_to_pixel_ratio = self.km_to_pixel(float(nm_to_meter(1)) / 1000.0)
self.reload_scene()
"""
Uncomment to set up theather reference points
def keyPressEvent(self, event):
#super(QLiberationMap, self).keyPressEvent(event)
numpad_mod = int(event.modifiers()) & QtCore.Qt.KeypadModifier
i = 0
for k,v in self.game.theater.reference_points.items():
if i == 0:
point_0 = k
else:
point_1 = k
i = i + 1
if event.key() == QtCore.Qt.Key_Down:
self.game.theater.reference_points[point_0] = self.game.theater.reference_points[point_0][0] + 10, self.game.theater.reference_points[point_0][1]
if event.key() == QtCore.Qt.Key_Up:
self.game.theater.reference_points[point_0] = self.game.theater.reference_points[point_0][0] - 10, self.game.theater.reference_points[point_0][1]
if event.key() == QtCore.Qt.Key_Left:
self.game.theater.reference_points[point_0] = self.game.theater.reference_points[point_0][0], self.game.theater.reference_points[point_0][1] + 10
if event.key() == QtCore.Qt.Key_Right:
self.game.theater.reference_points[point_0] = self.game.theater.reference_points[point_0][0], self.game.theater.reference_points[point_0][1] - 10
if event.key() == QtCore.Qt.Key_2 and numpad_mod:
self.game.theater.reference_points[point_1] = self.game.theater.reference_points[point_1][0] + 10, self.game.theater.reference_points[point_1][1]
if event.key() == QtCore.Qt.Key_8 and numpad_mod:
self.game.theater.reference_points[point_1] = self.game.theater.reference_points[point_1][0] - 10, self.game.theater.reference_points[point_1][1]
if event.key() == QtCore.Qt.Key_4 and numpad_mod:
self.game.theater.reference_points[point_1] = self.game.theater.reference_points[point_1][0], self.game.theater.reference_points[point_1][1] + 10
if event.key() == QtCore.Qt.Key_6 and numpad_mod:
self.game.theater.reference_points[point_1] = self.game.theater.reference_points[point_1][0], self.game.theater.reference_points[point_1][1] - 10
print(self.game.theater.reference_points)
self.reload_scene()
"""
@staticmethod
def aa_ranges(ground_object: TheaterGroundObject) -> Tuple[int, int]:
detection_range = 0
threat_range = 0
for g in ground_object.groups:
for u in g.units:
unit = db.unit_type_from_name(u.type)
if unit is None:
logging.error(f"Unknown unit type {u.type}")
continue
# Some units in pydcs have detection_range and threat_range
# defined, but explicitly set to None.
unit_detection_range = getattr(unit, "detection_range", None)
if unit_detection_range is not None:
detection_range = max(detection_range, unit_detection_range)
unit_threat_range = getattr(unit, "threat_range", None)
if unit_threat_range is not None:
threat_range = max(threat_range, unit_threat_range)
return detection_range, threat_range
def display_culling(self, scene: QGraphicsScene) -> None:
"""Draws the culling distance rings on the map"""
culling_points = self.game_model.game.get_culling_points()
culling_distance = self.game_model.game.settings.perf_culling_distance
for point in culling_points:
culling_distance_point = Point(point.x + culling_distance*1000, point.y + culling_distance*1000)
distance_point = self._transform_point(culling_distance_point)
transformed = self._transform_point(point)
diameter = distance_point[0] - transformed[0]
scene.addEllipse(transformed[0]-diameter/2, transformed[1]-diameter/2, diameter, diameter, CONST.COLORS["transparent"], CONST.COLORS["light_green_transparent"])
@staticmethod
def should_display_ground_objects_at(cp: ControlPoint) -> bool:
return ((DisplayOptions.sam_ranges and cp.captured) or
(DisplayOptions.enemy_sam_ranges and not cp.captured))
def draw_threat_range(self, scene: QGraphicsScene, ground_object: TheaterGroundObject, cp: ControlPoint) -> None:
go_pos = self._transform_point(ground_object.position)
detection_range, threat_range = self.aa_ranges(
ground_object
)
if threat_range:
threat_pos = self._transform_point(Point(ground_object.position.x+threat_range,
ground_object.position.y+threat_range))
threat_radius = Point(*go_pos).distance_to_point(Point(*threat_pos))
# Add threat range circle
scene.addEllipse(go_pos[0] - threat_radius / 2 + 7, go_pos[1] - threat_radius / 2 + 6,
threat_radius, threat_radius, self.threat_pen(cp.captured))
if detection_range and DisplayOptions.detection_range:
# Add detection range circle
detection_pos = self._transform_point(Point(ground_object.position.x+detection_range,
ground_object.position.y+detection_range))
detection_radius = Point(*go_pos).distance_to_point(Point(*detection_pos))
scene.addEllipse(go_pos[0] - detection_radius/2 + 7, go_pos[1] - detection_radius/2 + 6,
detection_radius, detection_radius, self.detection_pen(cp.captured))
def draw_ground_objects(self, scene: QGraphicsScene, cp: ControlPoint) -> None:
added_objects = []
for ground_object in cp.ground_objects:
if ground_object.obj_name in added_objects:
continue
go_pos = self._transform_point(ground_object.position)
if not ground_object.airbase_group:
buildings = self.game.theater.find_ground_objects_by_obj_name(ground_object.obj_name)
scene.addItem(QMapGroundObject(self, go_pos[0], go_pos[1], 14, 12, cp, ground_object, self.game, buildings))
should_display = self.should_display_ground_objects_at(cp)
if ground_object.might_have_aa and should_display:
self.draw_threat_range(scene, ground_object, cp)
added_objects.append(ground_object.obj_name)
def reload_scene(self):
scene = self.scene()
scene.clear()
playerColor = self.game.get_player_color()
enemyColor = self.game.get_enemy_color()
self.addBackground()
# Uncomment below to help set up theater reference points
# for i, r in enumerate(self.game.theater.reference_points.items()):
# text = scene.addText(str(r), font=QFont("Trebuchet MS", 10, weight=5, italic=False))
# text.setPos(0, i * 24)
# Display Culling
if DisplayOptions.culling and self.game.settings.perf_culling:
self.display_culling(scene)
for cp in self.game.theater.controlpoints:
pos = self._transform_point(cp.position)
scene.addItem(QMapControlPoint(self, pos[0] - CONST.CP_SIZE / 2,
pos[1] - CONST.CP_SIZE / 2,
CONST.CP_SIZE,
CONST.CP_SIZE, cp, self.game_model))
if cp.captured:
pen = QPen(brush=CONST.COLORS[playerColor])
brush = CONST.COLORS[playerColor+"_transparent"]
else:
pen = QPen(brush=CONST.COLORS[enemyColor])
brush = CONST.COLORS[enemyColor+"_transparent"]
self.draw_ground_objects(scene, cp)
if cp.target_position is not None:
proj = self._transform_point(cp.target_position)
scene.addLine(QLineF(QPointF(pos[0], pos[1]), QPointF(proj[0], proj[1])),
QPen(CONST.COLORS["green"], width=10, s=Qt.DashDotLine))
for cp in self.game.theater.enemy_points():
if DisplayOptions.lines:
self.scene_create_lines_for_cp(cp, playerColor, enemyColor)
for cp in self.game.theater.player_points():
if DisplayOptions.lines:
self.scene_create_lines_for_cp(cp, playerColor, enemyColor)
self.draw_flight_plans(scene)
for cp in self.game.theater.controlpoints:
pos = self._transform_point(cp.position)
text = scene.addText(cp.name, font=CONST.FONT_MAP)
text.setPos(pos[0] + CONST.CP_SIZE, pos[1] - CONST.CP_SIZE / 2)
text = scene.addText(cp.name, font=CONST.FONT_MAP)
text.setDefaultTextColor(Qt.white)
text.setPos(pos[0] + CONST.CP_SIZE + 1, pos[1] - CONST.CP_SIZE / 2 + 1)
def clear_flight_paths(self, scene: QGraphicsScene) -> None:
for item in self.flight_path_items:
try:
scene.removeItem(item)
except RuntimeError:
# Something may have caused those items to already be removed.
pass
self.flight_path_items.clear()
def draw_flight_plans(self, scene: QGraphicsScene) -> None:
self.clear_flight_paths(scene)
if DisplayOptions.flight_paths.hide:
return
packages = list(self.game_model.ato_model.packages)
if self.game.settings.show_red_ato:
packages.extend(self.game_model.red_ato_model.packages)
for p_idx, package_model in enumerate(packages):
for f_idx, flight in enumerate(package_model.flights):
if self.selected_flight is None:
selected = False
else:
selected = (p_idx, f_idx) == self.selected_flight
if DisplayOptions.flight_paths.only_selected and not selected:
continue
self.draw_flight_plan(scene, flight, selected)
def draw_flight_plan(self, scene: QGraphicsScene, flight: Flight,
selected: bool) -> None:
is_player = flight.from_cp.captured
pos = self._transform_point(flight.from_cp.position)
self.draw_waypoint(scene, pos, is_player, selected)
prev_pos = tuple(pos)
drew_target = False
target_types = (
FlightWaypointType.TARGET_GROUP_LOC,
FlightWaypointType.TARGET_POINT,
FlightWaypointType.TARGET_SHIP,
)
for idx, point in enumerate(flight.flight_plan.waypoints[1:]):
if point.waypoint_type == FlightWaypointType.DIVERT:
# Don't clutter the map showing divert points.
continue
new_pos = self._transform_point(Point(point.x, point.y))
self.draw_flight_path(scene, prev_pos, new_pos, is_player,
selected)
self.draw_waypoint(scene, new_pos, is_player, selected)
if selected and DisplayOptions.waypoint_info:
if point.waypoint_type in target_types:
if drew_target:
# Don't draw dozens of targets over each other.
continue
drew_target = True
self.draw_waypoint_info(scene, idx + 1, point, new_pos,
flight.flight_plan)
prev_pos = tuple(new_pos)
def draw_waypoint(self, scene: QGraphicsScene, position: Tuple[int, int],
player: bool, selected: bool) -> None:
waypoint_pen = self.waypoint_pen(player, selected)
waypoint_brush = self.waypoint_brush(player, selected)
self.flight_path_items.append(scene.addEllipse(
position[0], position[1], self.WAYPOINT_SIZE,
self.WAYPOINT_SIZE, waypoint_pen, waypoint_brush
))
def draw_waypoint_info(self, scene: QGraphicsScene, number: int,
waypoint: FlightWaypoint, position: Tuple[int, int],
flight_plan: FlightPlan) -> None:
altitude = meter_to_feet(waypoint.alt)
altitude_type = "AGL" if waypoint.alt_type == "RADIO" else "MSL"
prefix = "TOT"
time = flight_plan.tot_for_waypoint(waypoint)
if time is None:
prefix = "Depart"
time = flight_plan.depart_time_for_waypoint(waypoint)
if time is None:
tot = ""
else:
time = datetime.timedelta(seconds=int(time.total_seconds()))
tot = f"{prefix} T+{time}"
pen = QPen(QColor("black"), 0.3)
brush = QColor("white")
text = "\n".join([
f"{number} {waypoint.name}",
f"{altitude} ft {altitude_type}",
tot,
])
item = scene.addSimpleText(text, self.waypoint_info_font)
item.setFlag(QGraphicsItem.ItemIgnoresTransformations)
item.setBrush(brush)
item.setPen(pen)
item.moveBy(position[0] + 8, position[1])
item.setZValue(2)
self.flight_path_items.append(item)
def draw_flight_path(self, scene: QGraphicsScene, pos0: Tuple[int, int],
pos1: Tuple[int, int], player: bool,
selected: bool) -> None:
flight_path_pen = self.flight_path_pen(player, selected)
# Draw the line to the *middle* of the waypoint.
offset = self.WAYPOINT_SIZE // 2
self.flight_path_items.append(scene.addLine(
pos0[0] + offset, pos0[1] + offset,
pos1[0] + offset, pos1[1] + offset,
flight_path_pen
))
def draw_bezier_frontline(self, scene: QGraphicsScene, pen:QPen, frontline: FrontLine) -> None:
"""
Thanks to Alquimista for sharing a python implementation of the bezier algorithm this is adapted from.
https://gist.github.com/Alquimista/1274149#file-bezdraw-py
"""
bezier_fixed_points = []
for segment in frontline.segments:
bezier_fixed_points.append(self._transform_point(segment.point_a))
bezier_fixed_points.append(self._transform_point(segment.point_b))
old_point = bezier_fixed_points[0]
for point in bezier_curve_range(int(len(bezier_fixed_points) * 2), bezier_fixed_points):
scene.addLine(old_point[0], old_point[1], point[0], point[1], pen=pen)
old_point = point
def scene_create_lines_for_cp(self, cp: ControlPoint, playerColor, enemyColor):
scene = self.scene()
for connected_cp in cp.connected_points:
pos2 = self._transform_point(connected_cp.position)
if not cp.captured:
color = CONST.COLORS["dark_"+enemyColor]
else:
color = CONST.COLORS["dark_"+playerColor]
pen = QPen(brush=color)
pen.setColor(color)
pen.setWidth(6)
frontline = FrontLine(cp, connected_cp, self.game.theater)
if cp.captured and not connected_cp.captured and Conflict.has_frontline_between(cp, connected_cp):
if DisplayOptions.actual_frontline_pos:
self.draw_actual_frontline(frontline, scene, pen)
else:
self.draw_frontline_approximation(frontline, scene, pen)
else:
self.draw_bezier_frontline(scene, pen, frontline)
def draw_frontline_approximation(self, frontline: FrontLine, scene: QGraphicsScene, pen: QPen) -> None:
posx = frontline.position
h = frontline.attack_heading
pos2 = self._transform_point(posx)
self.draw_bezier_frontline(scene, pen, frontline)
p1 = point_from_heading(pos2[0], pos2[1], h+180, 25)
p2 = point_from_heading(pos2[0], pos2[1], h, 25)
scene.addItem(
QFrontLine(
p1[0],
p1[1],
p2[0],
p2[1],
frontline,
self.game_model
)
)
def draw_actual_frontline(self, frontline: FrontLine, scene: QGraphicsScene, pen: QPen) -> None:
self.draw_bezier_frontline(scene, pen, frontline)
vector = Conflict.frontline_vector(
frontline.control_point_a,
frontline.control_point_b,
self.game.theater
)
left_pos = self._transform_point(vector[0])
right_pos = self._transform_point(
vector[0].point_from_heading(vector[1], vector[2])
)
scene.addItem(
QFrontLine(
left_pos[0],
left_pos[1],
right_pos[0],
right_pos[1],
frontline,
self.game_model
)
)
def draw_scale(self, scale_distance_nm=20, number_of_points=4):
PADDING = 14
POS_X = 0
POS_Y = 10
BIG_LINE = 5
SMALL_LINE = 2
dist = self.km_to_pixel(nm_to_meter(scale_distance_nm)/1000.0)
self.scene().addRect(POS_X, POS_Y-PADDING, PADDING*2 + dist, BIG_LINE*2+3*PADDING, pen=CONST.COLORS["black"], brush=CONST.COLORS["black"])
l = self.scene().addLine(POS_X + PADDING, POS_Y + BIG_LINE*2, POS_X + PADDING + dist, POS_Y + BIG_LINE*2)
text = self.scene().addText("0nm", font=QFont("Trebuchet MS", 6, weight=5, italic=False))
text.setPos(POS_X, POS_Y + BIG_LINE*2)
text.setDefaultTextColor(Qt.white)
text2 = self.scene().addText(str(scale_distance_nm) + "nm", font=QFont("Trebuchet MS", 6, weight=5, italic=False))
text2.setPos(POS_X + dist, POS_Y + BIG_LINE * 2)
text2.setDefaultTextColor(Qt.white)
l.setPen(CONST.COLORS["white"])
for i in range(number_of_points+1):
d = float(i)/float(number_of_points)
if i == 0 or i == number_of_points:
h = BIG_LINE
else:
h = SMALL_LINE
l = self.scene().addLine(POS_X + PADDING + d * dist, POS_Y + BIG_LINE*2, POS_X + PADDING + d * dist, POS_Y + BIG_LINE - h)
l.setPen(CONST.COLORS["white"])
def wheelEvent(self, event: QWheelEvent):
if event.angleDelta().y() > 0:
factor = 1.25
self._zoom += 1
if self._zoom < 10:
self.scale(factor, factor)
self.factorized *= factor
else:
self._zoom = 9
else:
factor = 0.8
self._zoom -= 1
if self._zoom > -5:
self.scale(factor, factor)
self.factorized *= factor
else:
self._zoom = -4
def _transform_point(self, p: Point) -> Tuple[int, int]:
point_a = list(self.game.theater.reference_points.keys())[0]
point_a_img = self.game.theater.reference_points[point_a]
point_b = list(self.game.theater.reference_points.keys())[1]
point_b_img = self.game.theater.reference_points[point_b]
Y_dist = point_a_img[0] - point_b_img[0]
lon_dist = point_a[1] - point_b[1]
X_dist = point_a_img[1] - point_b_img[1]
lat_dist = point_b[0] - point_a[0]
Y_scale = float(Y_dist) / float(lon_dist)
X_scale = float(X_dist) / float(lat_dist)
# ---
Y_offset = p.x - point_a[0]
X_offset = p.y - point_a[1]
X = point_b_img[1] + X_offset * X_scale
Y = point_a_img[0] - Y_offset * Y_scale
return X, Y
def _scene_to_dcs_coords(self, p: Point):
pa = list(self.game.theater.reference_points.keys())[0]
pa2 = self.game.theater.reference_points[pa]
pb = list(self.game.theater.reference_points.keys())[1]
pb2 = self.game.theater.reference_points[pb]
dy2 = pa2[0] - pb2[0]
dy = pa[1] - pb[1]
dx2 = pa2[1] - pb2[1]
dx = pb[0] - pa[0]
ys = float(dy2) / float(dy)
xs = float(dx2) / float(dx)
X = ((float(p.x - pb2[1])) / float(xs)) + pa[1]
Y = ((float(pa2[0] - p.y)) / float(ys)) + pa[0]
return Y, X
def km_to_pixel(self, km):
p1 = Point(0, 0)
p2 = Point(0, 1000*km)
p1a = Point(*self._transform_point(p1))
p2a = Point(*self._transform_point(p2))
return p1a.distance_to_point(p2a)
def highlight_color(self, transparent: Optional[bool] = False) -> QColor:
return QColor(255, 255, 0, 20 if transparent else 255)
def base_faction_color_name(self, player: bool) -> str:
if player:
return self.game.get_player_color()
else:
return self.game.get_enemy_color()
def waypoint_pen(self, player: bool, selected: bool) -> QColor:
if selected and DisplayOptions.flight_paths.all:
return self.highlight_color()
name = self.base_faction_color_name(player)
return CONST.COLORS[name]
def waypoint_brush(self, player: bool, selected: bool) -> QColor:
if selected and DisplayOptions.flight_paths.all:
return self.highlight_color(transparent=True)
name = self.base_faction_color_name(player)
return CONST.COLORS[f"{name}_transparent"]
def threat_pen(self, player: bool) -> QPen:
color = "blue" if player else "red"
return QPen(CONST.COLORS[color])
def detection_pen(self, player: bool) -> QPen:
color = "purple" if player else "yellow"
qpen = QPen(CONST.COLORS[color])
qpen.setStyle(Qt.DotLine)
return qpen
def flight_path_pen(self, player: bool, selected: bool) -> QPen:
if selected and DisplayOptions.flight_paths.all:
return self.highlight_color()
name = self.base_faction_color_name(player)
color = CONST.COLORS[name]
pen = QPen(brush=color)
pen.setColor(color)
pen.setWidth(1)
pen.setStyle(Qt.DashDotLine)
return pen
def addBackground(self):
scene = self.scene()
if not DisplayOptions.map_poly:
bg = QPixmap("./resources/" + self.game.theater.overview_image)
scene.addPixmap(bg)
# Apply graphical effects to simulate current daytime
if self.game.current_turn_time_of_day == TimeOfDay.Day:
pass
elif self.game.current_turn_time_of_day == TimeOfDay.Night:
ov = QPixmap(bg.width(), bg.height())
ov.fill(CONST.COLORS["night_overlay"])
overlay = scene.addPixmap(ov)
effect = QGraphicsOpacityEffect()
effect.setOpacity(0.7)
overlay.setGraphicsEffect(effect)
else:
ov = QPixmap(bg.width(), bg.height())
ov.fill(CONST.COLORS["dawn_dust_overlay"])
overlay = scene.addPixmap(ov)
effect = QGraphicsOpacityEffect()
effect.setOpacity(0.3)
overlay.setGraphicsEffect(effect)
else:
# Polygon display mode
if self.game.theater.landmap is not None:
for sea_zone in self.game.theater.landmap[2]:
print(sea_zone)
poly = QPolygonF([QPointF(*self._transform_point(Point(point[0], point[1]))) for point in sea_zone])
scene.addPolygon(poly, CONST.COLORS["sea_blue"], CONST.COLORS["sea_blue"])
for inclusion_zone in self.game.theater.landmap[0]:
poly = QPolygonF([QPointF(*self._transform_point(Point(point[0], point[1]))) for point in inclusion_zone])
scene.addPolygon(poly, CONST.COLORS["grey"], CONST.COLORS["dark_grey"])
for exclusion_zone in self.game.theater.landmap[1]:
poly = QPolygonF([QPointF(*self._transform_point(Point(point[0], point[1]))) for point in exclusion_zone])
scene.addPolygon(poly, CONST.COLORS["grey"], CONST.COLORS["dark_dark_grey"])
# Uncomment to display plan projection test
#self.projection_test(scene)
self.draw_scale()
def projection_test(self, scene):
for i in range(100):
for j in range(100):
x = i * 100
y = j * 100
self.scene().addRect(QRectF(x, y, 4, 4), CONST.COLORS["green"])
proj = self._scene_to_dcs_coords(Point(x, y))
unproj = self._transform_point(Point(proj[0], proj[1]))
text = scene.addText(str(i) + ", " + str(j) + "\n" + str(unproj[0]) + ", " + str(unproj[1]),
font=QFont("Trebuchet MS", 6, weight=5, italic=False))
text.setPos(unproj[0] + 2, unproj[1] + 2)
text.setDefaultTextColor(Qt.red)
text2 = scene.addText(str(i) + ", " + str(j) + "\n" + str(x) + ", " + str(y),
font=QFont("Trebuchet MS", 6, weight=5, italic=False))
text2.setPos(x + 2, y + 10)
text2.setDefaultTextColor(Qt.green)
self.scene().addRect(QRectF(unproj[0] + 1, unproj[1] + 1, 4, 4), CONST.COLORS["red"])
if i % 2 == 0:
self.scene().addLine(QLineF(x + 1, y + 1, unproj[0], unproj[1]), CONST.COLORS["yellow"])
else:
self.scene().addLine(QLineF(x + 1, y + 1, unproj[0], unproj[1]), CONST.COLORS["purple"])
def setSelectedUnit(self, selected_cp: QMapControlPoint):
self.state = QLiberationMapState.MOVING_UNIT
self.selected_cp = selected_cp
position = self._transform_point(selected_cp.control_point.position)
self.movement_line = QtWidgets.QGraphicsLineItem(QLineF(QPointF(*position), QPointF(*position)))
self.scene().addItem(self.movement_line)
def sceneMouseMovedEvent(self, event: QGraphicsSceneMouseEvent):
if self.state == QLiberationMapState.MOVING_UNIT:
self.setCursor(Qt.PointingHandCursor)
pos = event.scenePos()
p1 = self.movement_line.line().p1()
distance = Point(p1.x(), p1.y()).distance_to_point(Point(pos.x(), pos.y()))
self.movement_line.setLine(QLineF(p1, pos))
if distance / self.nm_to_pixel_ratio < MAX_SHIP_DISTANCE:
self.movement_line.setPen(CONST.COLORS["green"])
else:
self.movement_line.setPen(CONST.COLORS["red"])
def sceneMousePressEvent(self, event: QGraphicsSceneMouseEvent):
if self.state == QLiberationMapState.MOVING_UNIT:
if event.buttons() == Qt.RightButton:
pass
elif event.buttons() == Qt.LeftButton:
if self.selected_cp is not None:
# Set movement position for the cp
pos = event.scenePos()
point = Point(int(pos.x()), int(pos.y()))
proj = Point(*self._scene_to_dcs_coords(point))
# Check distance (max = 80 nm)
distance = meter_to_nm(proj.distance_to_point(self.selected_cp.control_point.position))
# Check if point is in sea
if self.game.theater.is_in_sea(proj) and distance < MAX_SHIP_DISTANCE:
self.selected_cp.control_point.target_position = proj
else:
self.selected_cp.control_point.target_position = None
GameUpdateSignal.get_instance().updateGame(self.game_model.game)
else:
return
self.state = QLiberationMapState.NORMAL
try:
self.scene().removeItem(self.movement_line)
except:
pass
self.selected_cp = None