mirror of
https://github.com/dcs-retribution/dcs-retribution.git
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Rather than polling at 60Hz (which may be faster than the tick rate, wasting cycles; and also makes synchronization annoying), collect events during the tick and emit them after (rate limited, pooling events until it is time for another event to send). This can be improved by paying attention to the aircraft update list, which would allow us to avoid updating aircraft that don't have a status change. To do that we need to be able to quickly lookup a FlightJs matching a Flight through, and Flight isn't hashable. We should also be removing dead events and de-duplicating. Currently each flight has an update for every tick, but only the latest one matters. Combat update events also don't matter if the same combat is new in the update. https://github.com/dcs-liberation/dcs_liberation/issues/1680
524 lines
19 KiB
Python
524 lines
19 KiB
Python
"""Qt data models for game objects."""
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from __future__ import annotations
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import datetime
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from typing import Any, Callable, Iterator, Optional, TypeVar
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from PySide2.QtCore import (
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QAbstractListModel,
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QModelIndex,
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Qt,
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Signal,
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)
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from PySide2.QtGui import QIcon
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from game.ato.airtaaskingorder import AirTaskingOrder
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from game.ato.flight import Flight
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from game.ato.flighttype import FlightType
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from game.ato.package import Package
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from game.game import Game
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from game.sim.gameupdateevents import GameUpdateEvents
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from game.squadrons.squadron import Pilot, Squadron
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from game.theater.missiontarget import MissionTarget
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from game.transfers import PendingTransfers, TransferOrder
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from gen.flights.traveltime import TotEstimator
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from qt_ui.simcontroller import SimController
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from qt_ui.uiconstants import AIRCRAFT_ICONS
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class DeletableChildModelManager:
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"""Manages lifetimes for child models.
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Qt's data models don't have a good way of modeling related data aside from
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lists, tables, or trees of similar objects. We could build one monolithic
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GameModel that tracks all of the data in the game and use the parent/child
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relationships of that model to index down into the ATO, packages, flights,
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etc, but doing so is error prone because it requires us to manually manage
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that relationship tree and keep our own mappings from row/column into
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specific members.
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However, creating child models outside of the tree means that removing an
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item from the parent will not signal the child's deletion to any views, so
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we must track this explicitly.
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Any model which has child data types should use this class to track the
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deletion of child models. All child model types must define a signal named
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`deleted`. This signal will be emitted when the child model is being
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deleted. Any views displaying such data should subscribe to those events and
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update their display accordingly.
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"""
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#: The type of data owned by models created by this class.
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DataType = TypeVar("DataType")
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#: The type of model managed by this class.
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ModelType = TypeVar("ModelType")
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ModelDict = dict[DataType, ModelType]
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def __init__(
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self,
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create_model: Callable[[DataType, GameModel], ModelType],
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game_model: GameModel,
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) -> None:
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self.create_model = create_model
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self.game_model = game_model
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self.models: DeletableChildModelManager.ModelDict = {}
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def acquire(self, data: DataType) -> ModelType:
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"""Returns a model for the given child data.
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If a model has already been created for the given data, it will be
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returned. The data type must be hashable.
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"""
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if data in self.models:
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return self.models[data]
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model = self.create_model(data, self.game_model)
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self.models[data] = model
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return model
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def release(self, data: DataType) -> None:
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"""Releases the model matching the given data, if one exists.
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If the given data has had a model created for it, that model will be
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deleted and its `deleted` signal will be emitted.
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"""
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if data in self.models:
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model = self.models[data]
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del self.models[data]
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model.deleted.emit()
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def clear(self) -> None:
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"""Deletes all managed models."""
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for data in list(self.models.keys()):
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self.release(data)
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class NullListModel(QAbstractListModel):
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"""Generic empty list model."""
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def rowCount(self, parent: QModelIndex = QModelIndex()) -> int:
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return 0
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def data(self, index: QModelIndex, role: int = Qt.DisplayRole) -> Any:
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return None
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class PackageModel(QAbstractListModel):
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"""The model for an ATO package."""
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FlightRole = Qt.UserRole
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#: Emitted when this package is being deleted from the ATO.
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deleted = Signal()
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tot_changed = Signal()
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def __init__(self, package: Package, game_model: GameModel) -> None:
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super().__init__()
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self.package = package
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self.game_model = game_model
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self.game_model.sim_controller.sim_update.connect(self.on_sim_update)
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def rowCount(self, parent: QModelIndex = QModelIndex()) -> int:
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return len(self.package.flights)
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def data(self, index: QModelIndex, role: int = Qt.DisplayRole) -> Any:
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if not index.isValid():
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return None
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flight = self.flight_at_index(index)
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if role == Qt.DisplayRole:
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return self.text_for_flight(flight)
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if role == Qt.DecorationRole:
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return self.icon_for_flight(flight)
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elif role == PackageModel.FlightRole:
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return flight
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return None
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def text_for_flight(self, flight: Flight) -> str:
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"""Returns the text that should be displayed for the flight."""
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estimator = TotEstimator(self.package)
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delay = datetime.timedelta(
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seconds=int(estimator.mission_start_time(flight).total_seconds())
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)
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origin = flight.from_cp.name
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return f"{flight} from {origin} in {delay}"
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@staticmethod
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def icon_for_flight(flight: Flight) -> Optional[QIcon]:
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"""Returns the icon that should be displayed for the flight."""
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name = flight.unit_type.dcs_id
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if name in AIRCRAFT_ICONS:
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return QIcon(AIRCRAFT_ICONS[name])
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return None
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def add_flight(self, flight: Flight) -> None:
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"""Adds the given flight to the package."""
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self.beginInsertRows(QModelIndex(), self.rowCount(), self.rowCount())
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self.package.add_flight(flight)
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# update_tot is not called here because the new flight does not have a
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# flight plan yet. Will be called manually by the caller.
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self.endInsertRows()
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def delete_flight_at_index(self, index: QModelIndex) -> None:
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"""Removes the flight at the given index from the package."""
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self.delete_flight(self.flight_at_index(index))
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def delete_flight(self, flight: Flight) -> None:
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"""Removes the given flight from the package."""
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index = self.package.flights.index(flight)
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self.beginRemoveRows(QModelIndex(), index, index)
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if flight.cargo is not None:
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flight.cargo.transport = None
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flight.return_pilots_and_aircraft()
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self.package.remove_flight(flight)
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self.endRemoveRows()
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self.update_tot()
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def flight_at_index(self, index: QModelIndex) -> Flight:
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"""Returns the flight located at the given index."""
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return self.package.flights[index.row()]
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def set_tot(self, tot: datetime.timedelta) -> None:
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self.package.time_over_target = tot
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self.update_tot()
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def set_asap(self, asap: bool) -> None:
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self.package.auto_asap = asap
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self.update_tot()
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def update_tot(self) -> None:
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if self.package.auto_asap:
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self.package.set_tot_asap()
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self.tot_changed.emit()
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# For some reason this is needed to make the UI update quickly.
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self.layoutChanged.emit()
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@property
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def mission_target(self) -> MissionTarget:
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"""Returns the mission target of the package."""
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package = self.package
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target = package.target
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return target
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@property
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def description(self) -> str:
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"""Returns the description of the package."""
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return self.package.package_description
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@property
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def flights(self) -> Iterator[Flight]:
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"""Iterates over the flights in the package."""
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for flight in self.package.flights:
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yield flight
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def on_sim_update(self, _events: GameUpdateEvents) -> None:
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self.dataChanged.emit(self.index(0), self.index(self.rowCount()))
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class AtoModel(QAbstractListModel):
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"""The model for an AirTaskingOrder."""
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PackageRole = Qt.UserRole
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client_slots_changed = Signal()
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def __init__(self, game_model: GameModel, ato: AirTaskingOrder) -> None:
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super().__init__()
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self.game_model = game_model
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self.ato = ato
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self.package_models = DeletableChildModelManager(PackageModel, game_model)
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self.game_model.sim_controller.sim_update.connect(self.on_sim_update)
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@property
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def game(self) -> Optional[Game]:
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return self.game_model.game
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def rowCount(self, parent: QModelIndex = QModelIndex()) -> int:
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return len(self.ato.packages)
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def data(self, index: QModelIndex, role: int = Qt.DisplayRole) -> Any:
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if not index.isValid():
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return None
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package = self.ato.packages[index.row()]
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if role == Qt.DisplayRole:
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return f"{package.package_description} {package.target.name}"
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elif role == AtoModel.PackageRole:
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return package
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return None
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def add_package(self, package: Package) -> None:
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"""Adds a package to the ATO."""
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self.beginInsertRows(QModelIndex(), self.rowCount(), self.rowCount())
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self.ato.add_package(package)
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self.endInsertRows()
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# noinspection PyUnresolvedReferences
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self.client_slots_changed.emit()
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def delete_package_at_index(self, index: QModelIndex) -> None:
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"""Removes the package at the given index from the ATO."""
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self.delete_package(self.package_at_index(index))
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def delete_package(self, package: Package) -> None:
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"""Removes the given package from the ATO."""
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self.package_models.release(package)
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index = self.ato.packages.index(package)
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self.beginRemoveRows(QModelIndex(), index, index)
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self.ato.remove_package(package)
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for flight in package.flights:
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flight.return_pilots_and_aircraft()
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if flight.cargo is not None:
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flight.cargo.transport = None
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self.endRemoveRows()
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# noinspection PyUnresolvedReferences
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self.client_slots_changed.emit()
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def package_at_index(self, index: QModelIndex) -> Package:
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"""Returns the package at the given index."""
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return self.ato.packages[index.row()]
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def replace_from_game(self, player: bool) -> None:
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"""Updates the ATO object to match the updated game object.
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If the game is None (as is the case when no game has been loaded), an
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empty ATO will be used.
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"""
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self.beginResetModel()
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self.package_models.clear()
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if self.game is not None:
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if player:
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self.ato = self.game.blue.ato
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else:
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self.ato = self.game.red.ato
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else:
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self.ato = AirTaskingOrder()
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self.endResetModel()
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# noinspection PyUnresolvedReferences
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self.client_slots_changed.emit()
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def get_package_model(self, index: QModelIndex) -> PackageModel:
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"""Returns a model for the package at the given index."""
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return self.package_models.acquire(self.package_at_index(index))
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def find_matching_package_model(self, package: Package) -> Optional[PackageModel]:
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for model in self.packages:
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if model.package == package:
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return model
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return None
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@property
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def packages(self) -> Iterator[PackageModel]:
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"""Iterates over all the packages in the ATO."""
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for package in self.ato.packages:
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yield self.package_models.acquire(package)
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def on_sim_update(self, _events: GameUpdateEvents) -> None:
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self.dataChanged.emit(self.index(0), self.index(self.rowCount()))
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class TransferModel(QAbstractListModel):
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"""The model for a ground unit transfer."""
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TransferRole = Qt.UserRole
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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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@property
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def transfers(self) -> PendingTransfers:
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return self.game_model.game.coalition_for(player=True).transfers
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def rowCount(self, parent: QModelIndex = QModelIndex()) -> int:
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return self.transfers.pending_transfer_count
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def data(self, index: QModelIndex, role: int = Qt.DisplayRole) -> Any:
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if not index.isValid():
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return None
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transfer = self.transfer_at_index(index)
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if role == Qt.DisplayRole:
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return self.text_for_transfer(transfer)
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if role == Qt.DecorationRole:
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return self.icon_for_transfer(transfer)
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elif role == TransferModel.TransferRole:
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return transfer
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return None
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@staticmethod
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def text_for_transfer(transfer: TransferOrder) -> str:
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"""Returns the text that should be displayed for the transfer."""
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return str(transfer)
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@staticmethod
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def icon_for_transfer(_transfer: TransferOrder) -> Optional[QIcon]:
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"""Returns the icon that should be displayed for the transfer."""
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return None
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def new_transfer(self, transfer: TransferOrder) -> None:
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"""Updates the game with the new unit transfer."""
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self.beginInsertRows(QModelIndex(), self.rowCount(), self.rowCount())
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# TODO: Needs to regenerate base inventory tab.
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self.transfers.new_transfer(transfer)
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self.endInsertRows()
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def cancel_transfer_at_index(self, index: QModelIndex) -> None:
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"""Cancels the planned unit transfer at the given index."""
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self.cancel_transfer(self.transfer_at_index(index))
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def cancel_transfer(self, transfer: TransferOrder) -> None:
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"""Cancels the planned unit transfer at the given index."""
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index = self.transfers.index_of_transfer(transfer)
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self.beginRemoveRows(QModelIndex(), index, index)
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# TODO: Needs to regenerate base inventory tab.
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self.transfers.cancel_transfer(transfer)
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self.endRemoveRows()
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def transfer_at_index(self, index: QModelIndex) -> TransferOrder:
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"""Returns the transfer located at the given index."""
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return self.transfers.transfer_at_index(index.row())
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class AirWingModel(QAbstractListModel):
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"""The model for an air wing."""
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SquadronRole = Qt.UserRole
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def __init__(self, game_model: GameModel, player: bool) -> None:
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super().__init__()
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self.game_model = game_model
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self.player = player
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def rowCount(self, parent: QModelIndex = QModelIndex()) -> int:
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return self.game_model.game.air_wing_for(self.player).size
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def data(self, index: QModelIndex, role: int = Qt.DisplayRole) -> Any:
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if not index.isValid():
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return None
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squadron = self.squadron_at_index(index)
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if role == Qt.DisplayRole:
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return self.text_for_squadron(squadron)
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if role == Qt.DecorationRole:
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return self.icon_for_squadron(squadron)
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elif role == AirWingModel.SquadronRole:
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return squadron
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return None
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@staticmethod
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def text_for_squadron(squadron: Squadron) -> str:
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"""Returns the text that should be displayed for the squadron."""
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return str(squadron)
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@staticmethod
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def icon_for_squadron(squadron: Squadron) -> Optional[QIcon]:
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"""Returns the icon that should be displayed for the squadron."""
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name = squadron.aircraft.dcs_id
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if name in AIRCRAFT_ICONS:
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return QIcon(AIRCRAFT_ICONS[name])
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return None
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def squadron_at_index(self, index: QModelIndex) -> Squadron:
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"""Returns the squadron located at the given index."""
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return self.game_model.game.air_wing_for(self.player).squadron_at_index(
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index.row()
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)
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class SquadronModel(QAbstractListModel):
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"""The model for a squadron."""
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PilotRole = Qt.UserRole
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def __init__(self, squadron: Squadron) -> None:
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super().__init__()
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self.squadron = squadron
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def rowCount(self, parent: QModelIndex = QModelIndex()) -> int:
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return self.squadron.number_of_pilots_including_inactive
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def data(self, index: QModelIndex, role: int = Qt.DisplayRole) -> Any:
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if not index.isValid():
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return None
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pilot = self.pilot_at_index(index)
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if role == Qt.DisplayRole:
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return self.text_for_pilot(pilot)
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if role == Qt.DecorationRole:
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return self.icon_for_pilot(pilot)
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elif role == SquadronModel.PilotRole:
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return pilot
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return None
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@staticmethod
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def text_for_pilot(pilot: Pilot) -> str:
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"""Returns the text that should be displayed for the pilot."""
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return pilot.name
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@staticmethod
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def icon_for_pilot(_pilot: Pilot) -> Optional[QIcon]:
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"""Returns the icon that should be displayed for the pilot."""
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return None
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def pilot_at_index(self, index: QModelIndex) -> Pilot:
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"""Returns the pilot located at the given index."""
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return self.squadron.pilot_at_index(index.row())
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def toggle_ai_state(self, index: QModelIndex) -> None:
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pilot = self.pilot_at_index(index)
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self.beginResetModel()
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pilot.player = not pilot.player
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self.endResetModel()
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def toggle_leave_state(self, index: QModelIndex) -> None:
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pilot = self.pilot_at_index(index)
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self.beginResetModel()
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if pilot.on_leave:
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self.squadron.return_from_leave(pilot)
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else:
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self.squadron.send_on_leave(pilot)
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self.endResetModel()
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def is_auto_assignable(self, task: FlightType) -> bool:
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return task in self.squadron.auto_assignable_mission_types
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def set_auto_assignable(self, task: FlightType, auto_assignable: bool) -> None:
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if auto_assignable:
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self.squadron.auto_assignable_mission_types.add(task)
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else:
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self.squadron.auto_assignable_mission_types.remove(task)
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class GameModel:
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"""A model for the Game object.
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This isn't a real Qt data model, but simplifies management of the game and
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its ATO objects.
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"""
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def __init__(self, game: Optional[Game], sim_controller: SimController) -> None:
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self.game: Optional[Game] = game
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self.sim_controller = sim_controller
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|
self.transfer_model = TransferModel(self)
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|
self.blue_air_wing_model = AirWingModel(self, player=True)
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|
if self.game is None:
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|
self.ato_model = AtoModel(self, AirTaskingOrder())
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|
self.red_ato_model = AtoModel(self, AirTaskingOrder())
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|
else:
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|
self.ato_model = AtoModel(self, self.game.blue.ato)
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|
self.red_ato_model = AtoModel(self, self.game.red.ato)
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|
|
|
def ato_model_for(self, player: bool) -> AtoModel:
|
|
if player:
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|
return self.ato_model
|
|
return self.red_ato_model
|
|
|
|
def set(self, game: Optional[Game]) -> None:
|
|
"""Updates the managed Game object.
|
|
|
|
The argument will be None when no game has been loaded. In this state,
|
|
much of the UI is still visible and needs to handle that behavior. To
|
|
simplify that case, the AtoModel will model an empty ATO when no game is
|
|
loaded.
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|
"""
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|
self.game = game
|
|
self.ato_model.replace_from_game(player=True)
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|
self.red_ato_model.replace_from_game(player=False)
|