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https://github.com/dcs-retribution/dcs-retribution.git
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We don't have any sensitive data, but we do access the file system. On the off chance that some phishing website decides to try to use Liberation as an attack vector, prevent access to the API by unauthorized applications. An API key is generated at each program start and passed to the front end via the QWebChannel.
355 lines
13 KiB
Python
355 lines
13 KiB
Python
from __future__ import annotations
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import logging
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from typing import List, Optional, Tuple
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from PySide2.QtCore import Property, QObject, Signal
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from dcs import Point
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from game import Game
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from game.ato.airtaaskingorder import AirTaskingOrder
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from game.profiling import logged_duration
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from game.server.leaflet import LeafletLatLon
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from game.server.security import ApiKeyManager
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from game.theater import (
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ConflictTheater,
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)
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from qt_ui.models import GameModel
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from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
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from .controlpointjs import ControlPointJs
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from .flightjs import FlightJs
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from .frontlinejs import FrontLineJs
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from .groundobjectjs import GroundObjectJs
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from .mapzonesjs import MapZonesJs
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from .navmeshjs import NavMeshJs
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from .supplyroutejs import SupplyRouteJs
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from .threatzonecontainerjs import ThreatZoneContainerJs
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from .threatzonesjs import ThreatZonesJs
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from .unculledzonejs import UnculledZone
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# **EVERY PROPERTY NEEDS A NOTIFY SIGNAL**
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#
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# https://bugreports.qt.io/browse/PYSIDE-1426
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#
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# PySide2 5.15.2 released 6 days before the fix for this was merged, but presumably we
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# can clean up after 5.15.3 (or a future version) is released.
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#
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# Until then, all properties must use a notify signal. For some reason the error doesn't
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# show up when running from source, and member properties also are not sufficient.
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# Failing to do this will cause every sync of the property to emit an expensive log
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# message. This can prevent the UI from being responsive.
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#
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# A local signal (i.e. `@Property(t, notify=Signal())`) is not sufficient. The class
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# needs a named signal for every property, even if it is constant.
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class MapModel(QObject):
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cleared = Signal()
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apiKeyChanged = Signal(str)
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mapCenterChanged = Signal(list)
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controlPointsChanged = Signal()
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groundObjectsChanged = Signal()
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supplyRoutesChanged = Signal()
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flightsChanged = Signal()
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frontLinesChanged = Signal()
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threatZonesChanged = Signal()
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navmeshesChanged = Signal()
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mapZonesChanged = Signal()
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unculledZonesChanged = Signal()
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airCombatsChanged = Signal()
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samCombatsChanged = Signal()
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ipCombatsChanged = Signal()
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selectedFlightChanged = Signal(str)
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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._map_center = [0, 0]
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self._control_points = []
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self._ground_objects = []
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self._supply_routes = []
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self._flights: dict[tuple[bool, int, int], FlightJs] = {}
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self._front_lines = []
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self._threat_zones = ThreatZoneContainerJs(
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ThreatZonesJs.empty(), ThreatZonesJs.empty()
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)
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self._navmeshes = NavMeshJs([], [])
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self._map_zones = MapZonesJs([], [], [])
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self._unculled_zones = []
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self._selected_flight_index: Optional[Tuple[int, int]] = None
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GameUpdateSignal.get_instance().game_loaded.connect(self.on_game_load)
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GameUpdateSignal.get_instance().flight_paths_changed.connect(self.reset_atos)
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GameUpdateSignal.get_instance().package_selection_changed.connect(
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self.set_package_selection
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)
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GameUpdateSignal.get_instance().flight_selection_changed.connect(
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self.set_flight_selection
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)
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self.game_model.ato_model_for(True).packages_changed.connect(
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self.on_package_change
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),
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self.game_model.ato_model_for(False).packages_changed.connect(
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self.on_package_change
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),
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self.reset()
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def clear(self) -> None:
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self._control_points = []
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self._supply_routes = []
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self._ground_objects = []
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self._flights = {}
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self._front_lines = []
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self._threat_zones = ThreatZoneContainerJs(
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ThreatZonesJs.empty(), ThreatZonesJs.empty()
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)
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self._navmeshes = NavMeshJs([], [])
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self._map_zones = MapZonesJs([], [], [])
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self._unculled_zones = []
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self.cleared.emit()
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def set_package_selection(self, index: int) -> None:
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self.deselect_current_flight()
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# Optional[int] isn't a valid type for a Qt signal. None will be converted to
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# zero automatically. We use -1 to indicate no selection.
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if index == -1:
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self._selected_flight_index = None
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else:
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self._selected_flight_index = index, 0
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self.select_current_flight()
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def set_flight_selection(self, index: int) -> None:
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self.deselect_current_flight()
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if self._selected_flight_index is None:
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if index != -1:
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# We don't know what order update_package_selection and
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# update_flight_selection will be called in when the last
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# package is removed. If no flight is selected, it's not a
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# problem to also have no package selected.
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logging.error("Flight was selected with no package selected")
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return
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# Optional[int] isn't a valid type for a Qt signal. None will be converted to
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# zero automatically. We use -1 to indicate no selection.
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if index == -1:
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self._selected_flight_index = self._selected_flight_index[0], None
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self._selected_flight_index = self._selected_flight_index[0], index
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self.select_current_flight()
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@property
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def _selected_flight(self) -> Optional[FlightJs]:
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if self._selected_flight_index is None:
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return None
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package_index, flight_index = self._selected_flight_index
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blue = True
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return self._flights.get((blue, package_index, flight_index))
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def deselect_current_flight(self) -> None:
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flight = self._selected_flight
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if flight is None:
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return None
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flight.set_selected(False)
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def select_current_flight(self):
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flight = self._selected_flight
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if flight is None:
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self.selectedFlightChanged.emit(None)
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return None
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flight.set_selected(True)
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self.selectedFlightChanged.emit(str(flight.flight.id))
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@staticmethod
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def leaflet_coord_for(point: Point, theater: ConflictTheater) -> LeafletLatLon:
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ll = theater.point_to_ll(point)
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return [ll.latitude, ll.longitude]
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def reset(self) -> None:
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if self.game_model.game is None:
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self.clear()
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return
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with logged_duration("Map reset"):
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self.reset_control_points()
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self.reset_ground_objects()
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self.reset_routes()
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self.reset_atos()
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self.reset_front_lines()
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self.reset_threat_zones()
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self.reset_navmeshes()
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self.reset_map_zones()
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self.reset_unculled_zones()
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def on_game_load(self, game: Optional[Game]) -> None:
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if game is not None:
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self.reset_map_center(game.theater)
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def reset_map_center(self, theater: ConflictTheater) -> None:
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ll = theater.point_to_ll(theater.terrain.map_view_default.position)
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self._map_center = [ll.latitude, ll.longitude]
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self.mapCenterChanged.emit(self._map_center)
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@Property(str, notify=apiKeyChanged)
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def apiKey(self) -> str:
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return ApiKeyManager.KEY
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@Property(list, notify=mapCenterChanged)
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def mapCenter(self) -> LeafletLatLon:
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return self._map_center
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def _flights_in_ato(
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self, ato: AirTaskingOrder, blue: bool
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) -> dict[tuple[bool, int, int], FlightJs]:
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flights = {}
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for p_idx, package in enumerate(ato.packages):
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for f_idx, flight in enumerate(package.flights):
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flights[blue, p_idx, f_idx] = FlightJs(
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flight,
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selected=blue and (p_idx, f_idx) == self._selected_flight_index,
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theater=self.game.theater,
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ato_model=self.game_model.ato_model_for(blue),
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)
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return flights
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def reset_atos(self) -> None:
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self._flights = self._flights_in_ato(
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self.game.blue.ato, blue=True
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) | self._flights_in_ato(self.game.red.ato, blue=False)
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self.flightsChanged.emit()
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@Property(list, notify=flightsChanged)
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def flights(self) -> list[FlightJs]:
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return list(self._flights.values())
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def reset_control_points(self) -> None:
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self._control_points = [
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ControlPointJs(c, self.game_model, self.game.theater)
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for c in self.game.theater.controlpoints
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]
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self.controlPointsChanged.emit()
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@Property(list, notify=controlPointsChanged)
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def controlPoints(self) -> List[ControlPointJs]:
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return self._control_points
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def reset_ground_objects(self) -> None:
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seen = set()
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self._ground_objects = []
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for cp in self.game.theater.controlpoints:
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for tgo in cp.ground_objects:
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if tgo.name in seen:
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continue
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seen.add(tgo.name)
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if tgo.is_control_point:
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# TGOs that are the CP (CV groups) are an implementation quirk that
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# we don't need to expose to the UI.
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continue
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self._ground_objects.append(GroundObjectJs(tgo, self.game))
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self.groundObjectsChanged.emit()
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@Property(list, notify=groundObjectsChanged)
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def groundObjects(self) -> List[GroundObjectJs]:
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return self._ground_objects
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def reset_routes(self) -> None:
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seen = set()
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self._supply_routes = []
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for control_point in self.game.theater.controlpoints:
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seen.add(control_point)
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for destination, convoy_route in control_point.convoy_routes.items():
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if destination in seen:
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continue
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self._supply_routes.append(
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SupplyRouteJs(
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control_point,
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destination,
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[
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self.leaflet_coord_for(p, self.game.theater)
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for p in convoy_route
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],
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sea_route=False,
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game=self.game,
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)
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)
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for destination, shipping_lane in control_point.shipping_lanes.items():
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if destination in seen:
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continue
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if control_point.is_friendly(destination.captured):
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self._supply_routes.append(
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SupplyRouteJs(
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control_point,
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destination,
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[
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self.leaflet_coord_for(p, self.game.theater)
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for p in shipping_lane
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],
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sea_route=True,
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game=self.game,
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)
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)
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self.supplyRoutesChanged.emit()
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@Property(list, notify=supplyRoutesChanged)
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def supplyRoutes(self) -> List[SupplyRouteJs]:
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return self._supply_routes
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def reset_front_lines(self) -> None:
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self._front_lines = [
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FrontLineJs(f, self.game.theater) for f in self.game.theater.conflicts()
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]
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self.frontLinesChanged.emit()
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@Property(list, notify=frontLinesChanged)
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def frontLines(self) -> List[FrontLineJs]:
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return self._front_lines
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def reset_threat_zones(self) -> None:
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self._threat_zones = ThreatZoneContainerJs(
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ThreatZonesJs.from_zones(
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self.game.threat_zone_for(player=True), self.game.theater
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),
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ThreatZonesJs.from_zones(
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self.game.threat_zone_for(player=False), self.game.theater
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),
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)
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self.threatZonesChanged.emit()
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@Property(ThreatZoneContainerJs, notify=threatZonesChanged)
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def threatZones(self) -> ThreatZoneContainerJs:
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return self._threat_zones
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def reset_navmeshes(self) -> None:
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self._navmeshes = NavMeshJs.from_game(self.game)
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self.navmeshesChanged.emit()
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@Property(NavMeshJs, notify=navmeshesChanged)
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def navmeshes(self) -> NavMeshJs:
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return self._navmeshes
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def reset_map_zones(self) -> None:
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self._map_zones = MapZonesJs.from_game(self.game)
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self.mapZonesChanged.emit()
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@Property(MapZonesJs, notify=mapZonesChanged)
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def mapZones(self) -> NavMeshJs:
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return self._map_zones
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def on_package_change(self) -> None:
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self.reset_unculled_zones()
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def reset_unculled_zones(self) -> None:
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self._unculled_zones = list(UnculledZone.each_from_game(self.game))
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self.unculledZonesChanged.emit()
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@Property(list, notify=unculledZonesChanged)
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def unculledZones(self) -> list[UnculledZone]:
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return self._unculled_zones
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@property
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def game(self) -> Game:
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if self.game_model.game is None:
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raise RuntimeError("No game loaded")
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return self.game_model.game
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