dcs-retribution/qt_ui/windows/settings/QSettingsWindow.py
Dan Albert 7bec4c62f7 Generate settings pages automatically.
This adds metadata to settings fields that can be used to automatically
generate the settings window. For now I have replaced the Difficulty
page. Will follow up to replace the others.
2021-10-21 18:30:56 -07:00

883 lines
35 KiB
Python

import logging
import textwrap
from typing import Callable
from PySide2.QtCore import QItemSelectionModel, QPoint, QSize, Qt
from PySide2.QtGui import QStandardItem, QStandardItemModel
from PySide2.QtWidgets import (
QAbstractItemView,
QCheckBox,
QComboBox,
QDialog,
QGridLayout,
QGroupBox,
QLabel,
QListView,
QPushButton,
QSpinBox,
QStackedLayout,
QVBoxLayout,
QWidget,
)
import qt_ui.uiconstants as CONST
from game.game import Game
from game.settings import (
Settings,
AutoAtoBehavior,
OptionDescription,
BooleanOption,
ChoicesOption,
BoundedFloatOption,
)
from qt_ui.widgets.QLabeledWidget import QLabeledWidget
from qt_ui.widgets.spinsliders import FloatSpinSlider, TimeInputs
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
from qt_ui.windows.finances.QFinancesMenu import QHorizontalSeparationLine
from qt_ui.windows.settings.plugins import PluginOptionsPage, PluginsPage
class CheatSettingsBox(QGroupBox):
def __init__(self, game: Game, apply_settings: Callable[[], None]) -> None:
super().__init__("Cheat Settings")
self.main_layout = QVBoxLayout()
self.setLayout(self.main_layout)
self.red_ato_checkbox = QCheckBox()
self.red_ato_checkbox.setChecked(game.settings.show_red_ato)
self.red_ato_checkbox.toggled.connect(apply_settings)
self.frontline_cheat_checkbox = QCheckBox()
self.frontline_cheat_checkbox.setChecked(game.settings.enable_frontline_cheats)
self.frontline_cheat_checkbox.toggled.connect(apply_settings)
self.base_capture_cheat_checkbox = QCheckBox()
self.base_capture_cheat_checkbox.setChecked(
game.settings.enable_base_capture_cheat
)
self.base_capture_cheat_checkbox.toggled.connect(apply_settings)
self.red_ato = QLabeledWidget("Show Red ATO:", self.red_ato_checkbox)
self.main_layout.addLayout(self.red_ato)
self.frontline_cheat = QLabeledWidget(
"Enable Frontline Cheats:", self.frontline_cheat_checkbox
)
self.main_layout.addLayout(self.frontline_cheat)
self.base_capture_cheat = QLabeledWidget(
"Enable Base Capture Cheat:", self.base_capture_cheat_checkbox
)
self.main_layout.addLayout(self.base_capture_cheat)
@property
def show_red_ato(self) -> bool:
return self.red_ato_checkbox.isChecked()
@property
def show_frontline_cheat(self) -> bool:
return self.frontline_cheat_checkbox.isChecked()
@property
def show_base_capture_cheat(self) -> bool:
return self.base_capture_cheat_checkbox.isChecked()
class AutoAtoBehaviorSelector(QComboBox):
def __init__(self, default: AutoAtoBehavior) -> None:
super().__init__()
for behavior in AutoAtoBehavior:
self.addItem(behavior.value, behavior)
self.setCurrentText(default.value)
class HqAutomationSettingsBox(QGroupBox):
def __init__(self, game: Game) -> None:
super().__init__("HQ Automation")
self.game = game
layout = QGridLayout()
self.setLayout(layout)
runway_repair = QCheckBox()
runway_repair.setChecked(self.game.settings.automate_runway_repair)
runway_repair.toggled.connect(self.set_runway_automation)
layout.addWidget(QLabel("Automate runway repairs"), 0, 0)
layout.addWidget(runway_repair, 0, 1, Qt.AlignRight)
front_line = QCheckBox()
front_line.setChecked(self.game.settings.automate_front_line_reinforcements)
front_line.toggled.connect(self.set_front_line_reinforcement_automation)
layout.addWidget(QLabel("Automate front-line purchases"), 1, 0)
layout.addWidget(front_line, 1, 1, Qt.AlignRight)
self.automate_aircraft_reinforcements = QCheckBox()
self.automate_aircraft_reinforcements.setChecked(
self.game.settings.automate_aircraft_reinforcements
)
self.automate_aircraft_reinforcements.toggled.connect(
self.set_aircraft_automation
)
layout.addWidget(QLabel("Automate aircraft purchases"), 2, 0)
layout.addWidget(self.automate_aircraft_reinforcements, 2, 1, Qt.AlignRight)
self.auto_ato_behavior = AutoAtoBehaviorSelector(
self.game.settings.auto_ato_behavior
)
self.auto_ato_behavior.currentIndexChanged.connect(self.set_auto_ato_behavior)
layout.addWidget(
QLabel(
"Automatic package planning behavior<br>"
"<strong>Aircraft auto-purchase is directed by the auto-planner,<br />"
"so disabling auto-planning disables auto-purchase.</strong>"
),
3,
0,
)
layout.addWidget(self.auto_ato_behavior, 3, 1)
self.auto_ato_player_missions_asap = QCheckBox()
self.auto_ato_player_missions_asap.setChecked(
self.game.settings.auto_ato_player_missions_asap
)
self.auto_ato_player_missions_asap.toggled.connect(
self.set_auto_ato_player_missions_asap
)
layout.addWidget(
QLabel("Automatically generated packages with players are scheduled ASAP"),
4,
0,
)
layout.addWidget(self.auto_ato_player_missions_asap, 4, 1, Qt.AlignRight)
self.automate_front_line_stance = QCheckBox()
self.automate_front_line_stance.setChecked(
self.game.settings.automate_front_line_stance
)
self.automate_front_line_stance.toggled.connect(
self.set_front_line_stance_automation
)
layout.addWidget(
QLabel("Automatically manage front line stances"),
5,
0,
)
layout.addWidget(self.automate_front_line_stance, 5, 1, Qt.AlignRight)
def set_runway_automation(self, value: bool) -> None:
self.game.settings.automate_runway_repair = value
def set_front_line_reinforcement_automation(self, value: bool) -> None:
self.game.settings.automate_front_line_reinforcements = value
def set_front_line_stance_automation(self, value: bool) -> None:
self.game.settings.automate_front_line_stance = value
def set_aircraft_automation(self, value: bool) -> None:
self.game.settings.automate_aircraft_reinforcements = value
def set_auto_ato_behavior(self, index: int) -> None:
behavior = self.auto_ato_behavior.itemData(index)
self.game.settings.auto_ato_behavior = behavior
if behavior in (AutoAtoBehavior.Disabled, AutoAtoBehavior.Never):
self.auto_ato_player_missions_asap.setChecked(False)
self.auto_ato_player_missions_asap.setEnabled(False)
if behavior is AutoAtoBehavior.Disabled:
self.automate_aircraft_reinforcements.setChecked(False)
self.automate_aircraft_reinforcements.setEnabled(False)
else:
self.auto_ato_player_missions_asap.setEnabled(True)
self.auto_ato_player_missions_asap.setChecked(
self.game.settings.auto_ato_player_missions_asap
)
self.automate_aircraft_reinforcements.setEnabled(True)
self.automate_aircraft_reinforcements.setChecked(
self.game.settings.automate_aircraft_reinforcements
)
def set_auto_ato_player_missions_asap(self, value: bool) -> None:
self.game.settings.auto_ato_player_missions_asap = value
class PilotSettingsBox(QGroupBox):
def __init__(self, game: Game) -> None:
super().__init__("Pilots and Squadrons")
self.game = game
layout = QGridLayout()
self.setLayout(layout)
self.ai_pilot_levelling = QCheckBox()
self.ai_pilot_levelling.setChecked(self.game.settings.ai_pilot_levelling)
self.ai_pilot_levelling.toggled.connect(self.set_ai_pilot_leveling)
ai_pilot_levelling_info = (
"Set whether or not AI pilots will level up after completing a number of"
" sorties. Since pilot level affects the AI skill, you may wish to disable"
" this, lest you face an Ace!"
)
self.ai_pilot_levelling.setToolTip(ai_pilot_levelling_info)
ai_pilot_levelling_label = QLabel("Allow AI pilot levelling")
ai_pilot_levelling_label.setToolTip(ai_pilot_levelling_info)
layout.addWidget(ai_pilot_levelling_label, 0, 0)
layout.addWidget(self.ai_pilot_levelling, 0, 1, Qt.AlignRight)
enable_squadron_pilot_limits_info = (
"If set, squadrons will be limited to a maximum number of pilots and dead "
"pilots will replenish at a fixed rate, each defined with the settings"
"below. Auto-purchase may buy aircraft for which there are no pilots"
"available, so this feature is still a work-in-progress."
)
enable_squadron_pilot_limits_label = QLabel(
"Enable per-squadron pilot limits (WIP)"
)
enable_squadron_pilot_limits_label.setToolTip(enable_squadron_pilot_limits_info)
enable_squadron_pilot_limits = QCheckBox()
enable_squadron_pilot_limits.setToolTip(enable_squadron_pilot_limits_info)
enable_squadron_pilot_limits.setChecked(
self.game.settings.enable_squadron_pilot_limits
)
enable_squadron_pilot_limits.toggled.connect(
self.set_enable_squadron_pilot_limits
)
layout.addWidget(enable_squadron_pilot_limits_label, 1, 0)
layout.addWidget(enable_squadron_pilot_limits, 1, 1, Qt.AlignRight)
self.pilot_limit = QSpinBox()
self.pilot_limit.setMinimum(12)
self.pilot_limit.setMaximum(72)
self.pilot_limit.setValue(self.game.settings.squadron_pilot_limit)
self.pilot_limit.setEnabled(self.game.settings.enable_squadron_pilot_limits)
self.pilot_limit.valueChanged.connect(self.set_squadron_pilot_limit)
pilot_limit_info = (
"Sets the maximum number of pilots a squadron may have active. "
"Changing this value will not have an immediate effect, but will alter "
"replenishment for future turns."
)
self.pilot_limit.setToolTip(pilot_limit_info)
pilot_limit_label = QLabel("Maximum number of pilots per squadron")
pilot_limit_label.setToolTip(pilot_limit_info)
layout.addWidget(pilot_limit_label, 2, 0)
layout.addWidget(self.pilot_limit, 2, 1, Qt.AlignRight)
self.squadron_replenishment_rate = QSpinBox()
self.squadron_replenishment_rate.setMinimum(1)
self.squadron_replenishment_rate.setMaximum(20)
self.squadron_replenishment_rate.setValue(
self.game.settings.squadron_replenishment_rate
)
self.squadron_replenishment_rate.setEnabled(
self.game.settings.enable_squadron_pilot_limits
)
self.squadron_replenishment_rate.valueChanged.connect(
self.set_squadron_replenishment_rate
)
squadron_replenishment_rate_info = (
"Sets the maximum number of pilots that will be recruited to each squadron "
"at the end of each turn. Squadrons will not recruit new pilots beyond the "
"pilot limit, but each squadron with room for more pilots will recruit "
"this many pilots each turn up to the limit."
)
self.squadron_replenishment_rate.setToolTip(squadron_replenishment_rate_info)
squadron_replenishment_rate_label = QLabel("Squadron pilot replenishment rate")
squadron_replenishment_rate_label.setToolTip(squadron_replenishment_rate_info)
layout.addWidget(squadron_replenishment_rate_label, 3, 0)
layout.addWidget(self.squadron_replenishment_rate, 3, 1, Qt.AlignRight)
def set_enable_squadron_pilot_limits(self, checked: bool) -> None:
self.game.settings.enable_squadron_pilot_limits = checked
self.pilot_limit.setEnabled(checked)
self.squadron_replenishment_rate.setEnabled(checked)
def set_squadron_pilot_limit(self, value: int) -> None:
self.game.settings.squadron_pilot_limit = value
def set_squadron_replenishment_rate(self, value: int) -> None:
self.game.settings.squadron_replenishment_rate = value
def set_ai_pilot_leveling(self, checked: bool) -> None:
self.game.settings.ai_pilot_levelling = checked
START_TYPE_TOOLTIP = "Selects the start type used for AI aircraft."
class StartTypeComboBox(QComboBox):
def __init__(self, settings: Settings) -> None:
super().__init__()
self.settings = settings
self.addItems(["Cold", "Warm", "Runway", "In Flight"])
self.currentTextChanged.connect(self.on_change)
self.setToolTip(START_TYPE_TOOLTIP)
def on_change(self, value: str) -> None:
self.settings.default_start_type = value
class AutoSettingsLayout(QGridLayout):
def __init__(self, page: str, section: str, settings: Settings) -> None:
super().__init__()
self.settings = settings
for row, (name, description) in enumerate(Settings.fields(page, section)):
self.add_label(row, description)
if isinstance(description, BooleanOption):
self.add_checkbox_for(row, name)
elif isinstance(description, ChoicesOption):
self.add_combobox_for(row, name, description)
elif isinstance(description, BoundedFloatOption):
self.add_float_spin_slider_for(row, name, description)
else:
raise TypeError(f"Unhandled option type: {description}")
def add_label(self, row: int, description: OptionDescription) -> None:
text = description.text
if description.detail is not None:
wrapped = "<br />".join(textwrap.wrap(description.detail, width=55))
text += f"<br /><strong>{wrapped}</strong>"
label = QLabel(text)
self.addWidget(label, row, 0)
def add_checkbox_for(self, row: int, name: str) -> None:
def on_toggle(value: bool) -> None:
self.settings.__dict__[name] = value
checkbox = QCheckBox()
checkbox.setChecked(self.settings.__dict__[name])
checkbox.toggled.connect(on_toggle)
self.addWidget(checkbox, row, 1, Qt.AlignRight)
def add_combobox_for(self, row: int, name: str, description: ChoicesOption) -> None:
combobox = QComboBox()
def on_changed(index: int) -> None:
self.settings.__dict__[name] = combobox.itemData(index)
for text, value in description.choices.items():
combobox.addItem(text, value)
combobox.setCurrentText(
description.text_for_value(self.settings.__dict__[name])
)
combobox.currentIndexChanged.connect(on_changed)
self.addWidget(combobox, row, 1, Qt.AlignRight)
def add_float_spin_slider_for(
self, row: int, name: str, description: BoundedFloatOption
) -> None:
spinner = FloatSpinSlider(
description.min,
description.max,
self.settings.__dict__[name],
divisor=description.divisor,
)
self.addLayout(spinner, row, 1, Qt.AlignRight)
class AutoSettingsGroup(QGroupBox):
def __init__(self, page: str, section: str, settings: Settings) -> None:
super().__init__(section)
self.setLayout(AutoSettingsLayout(page, section, settings))
class AutoSettingsPageLayout(QVBoxLayout):
def __init__(self, page: str, settings: Settings) -> None:
super().__init__()
self.setAlignment(Qt.AlignTop)
for section in Settings.sections(page):
self.addWidget(AutoSettingsGroup(page, section, settings))
class AutoSettingsPage(QWidget):
def __init__(self, page: str, settings: Settings) -> None:
super().__init__()
self.setLayout(AutoSettingsPageLayout(page, settings))
class QSettingsWindow(QDialog):
def __init__(self, game: Game):
super().__init__()
self.game = game
self.pluginsPage = None
self.pluginsOptionsPage = None
self.campaign_management_page = QWidget()
self.pages: dict[str, AutoSettingsPage] = {}
for page in Settings.pages():
self.pages[page] = AutoSettingsPage(page, game.settings)
self.setModal(True)
self.setWindowTitle("Settings")
self.setWindowIcon(CONST.ICONS["Settings"])
self.setMinimumSize(600, 250)
self.initUi()
def initUi(self):
self.layout = QGridLayout()
self.categoryList = QListView()
self.right_layout = QStackedLayout()
self.categoryList.setMaximumWidth(175)
self.categoryModel = QStandardItemModel(self.categoryList)
self.categoryList.setIconSize(QSize(32, 32))
for name, page in self.pages.items():
page_item = QStandardItem(name)
if name in CONST.ICONS:
page_item.setIcon(CONST.ICONS[name])
else:
page_item.setIcon(CONST.ICONS["Generator"])
page_item.setEditable(False)
page_item.setSelectable(True)
self.categoryModel.appendRow(page_item)
self.right_layout.addWidget(page)
self.init_campaign_management_layout()
campaign_management = QStandardItem("Campaign Management")
campaign_management.setIcon(CONST.ICONS["Money"])
campaign_management.setEditable(False)
campaign_management.setSelectable(True)
self.categoryModel.appendRow(campaign_management)
self.right_layout.addWidget(self.campaign_management_page)
self.initGeneratorLayout()
generator = QStandardItem("Mission Generator")
generator.setIcon(CONST.ICONS["Generator"])
generator.setEditable(False)
generator.setSelectable(True)
self.categoryModel.appendRow(generator)
self.right_layout.addWidget(self.generatorPage)
self.initCheatLayout()
cheat = QStandardItem("Cheat Menu")
cheat.setIcon(CONST.ICONS["Cheat"])
cheat.setEditable(False)
cheat.setSelectable(True)
self.categoryModel.appendRow(cheat)
self.right_layout.addWidget(self.cheatPage)
self.pluginsPage = PluginsPage()
plugins = QStandardItem("LUA Plugins")
plugins.setIcon(CONST.ICONS["Plugins"])
plugins.setEditable(False)
plugins.setSelectable(True)
self.categoryModel.appendRow(plugins)
self.right_layout.addWidget(self.pluginsPage)
self.pluginsOptionsPage = PluginOptionsPage()
pluginsOptions = QStandardItem("LUA Plugins Options")
pluginsOptions.setIcon(CONST.ICONS["PluginsOptions"])
pluginsOptions.setEditable(False)
pluginsOptions.setSelectable(True)
self.categoryModel.appendRow(pluginsOptions)
self.right_layout.addWidget(self.pluginsOptionsPage)
self.categoryList.setSelectionBehavior(QAbstractItemView.SelectRows)
self.categoryList.setModel(self.categoryModel)
self.categoryList.selectionModel().setCurrentIndex(
self.categoryList.indexAt(QPoint(1, 1)), QItemSelectionModel.Select
)
self.categoryList.selectionModel().selectionChanged.connect(
self.onSelectionChanged
)
self.layout.addWidget(self.categoryList, 0, 0, 1, 1)
self.layout.addLayout(self.right_layout, 0, 1, 5, 1)
self.setLayout(self.layout)
def init(self):
pass
def init_campaign_management_layout(self) -> None:
campaign_layout = QVBoxLayout()
campaign_layout.setAlignment(Qt.AlignTop)
self.campaign_management_page.setLayout(campaign_layout)
general = QGroupBox("General")
campaign_layout.addWidget(general)
general_layout = QGridLayout()
general.setLayout(general_layout)
def set_restict_weapons_by_date(value: bool) -> None:
self.game.settings.restrict_weapons_by_date = value
restrict_weapons = QCheckBox()
restrict_weapons.setChecked(self.game.settings.restrict_weapons_by_date)
restrict_weapons.toggled.connect(set_restict_weapons_by_date)
tooltip_text = (
"Restricts weapon availability based on the campaign date. Data is "
"extremely incomplete so does not affect all weapons."
)
restrict_weapons.setToolTip(tooltip_text)
restrict_weapons_label = QLabel("Restrict weapons by date (WIP)")
restrict_weapons_label.setToolTip(tooltip_text)
general_layout.addWidget(restrict_weapons_label, 0, 0)
general_layout.addWidget(restrict_weapons, 0, 1, Qt.AlignRight)
def set_old_awec(value: bool) -> None:
self.game.settings.disable_legacy_aewc = not value
old_awac = QCheckBox()
old_awac.setChecked(not self.game.settings.disable_legacy_aewc)
old_awac.toggled.connect(set_old_awec)
old_awec_info = (
"If checked, an invulnerable friendly AEW&C aircraft that begins the "
"mission on station will be be spawned. This behavior will be removed in a "
"future release."
)
old_awac.setToolTip(old_awec_info)
old_awac_label = QLabel(
"Spawn invulnerable, always-available AEW&C aircraft (deprecated)"
)
old_awac_label.setToolTip(old_awec_info)
general_layout.addWidget(old_awac_label, 1, 0)
general_layout.addWidget(old_awac, 1, 1, Qt.AlignRight)
def set_old_tanker(value: bool) -> None:
self.game.settings.disable_legacy_tanker = not value
old_tanker = QCheckBox()
old_tanker.setChecked(not self.game.settings.disable_legacy_tanker)
old_tanker.toggled.connect(set_old_tanker)
old_tanker_info = (
"If checked, an invulnerable friendly Tanker aircraft that begins the "
"mission on station will be be spawned. This behavior will be removed in a "
"future release."
)
old_tanker.setToolTip(old_tanker_info)
old_tanker_label = QLabel(
"Spawn invulnerable, always-available Tanker aircraft (deprecated)"
)
old_tanker_label.setToolTip(old_tanker_info)
general_layout.addWidget(old_tanker_label, 2, 0)
general_layout.addWidget(old_tanker, 2, 1, Qt.AlignRight)
campaign_layout.addWidget(PilotSettingsBox(self.game))
campaign_layout.addWidget(HqAutomationSettingsBox(self.game))
def initGeneratorLayout(self):
self.generatorPage = QWidget()
self.generatorLayout = QVBoxLayout()
self.generatorLayout.setAlignment(Qt.AlignTop)
self.generatorPage.setLayout(self.generatorLayout)
self.gameplay = QGroupBox("Gameplay")
self.gameplayLayout = QGridLayout()
self.gameplayLayout.setAlignment(Qt.AlignTop)
self.gameplay.setLayout(self.gameplayLayout)
self.supercarrier = QCheckBox()
self.supercarrier.setChecked(self.game.settings.supercarrier)
self.supercarrier.toggled.connect(self.applySettings)
self.generate_marks = QCheckBox()
self.generate_marks.setChecked(self.game.settings.generate_marks)
self.generate_marks.toggled.connect(self.applySettings)
self.generate_dark_kneeboard = QCheckBox()
self.generate_dark_kneeboard.setChecked(
self.game.settings.generate_dark_kneeboard
)
self.generate_dark_kneeboard.toggled.connect(self.applySettings)
self.never_delay_players = QCheckBox()
self.never_delay_players.setChecked(
self.game.settings.never_delay_player_flights
)
self.never_delay_players.toggled.connect(self.applySettings)
self.never_delay_players.setToolTip(
"When checked, player flights with a delayed start time will be "
"spawned immediately. AI wingmen may begin startup immediately."
)
self.desired_player_mission_duration = TimeInputs(
"Desired mission duration",
self.game.settings.desired_player_mission_duration,
)
self.desired_player_mission_duration.spinner.valueChanged.connect(
self.applySettings
)
self.gameplayLayout.addWidget(QLabel("Use Supercarrier Module"), 0, 0)
self.gameplayLayout.addWidget(self.supercarrier, 0, 1, Qt.AlignRight)
self.gameplayLayout.addWidget(QLabel("Put Objective Markers on Map"), 1, 0)
self.gameplayLayout.addWidget(self.generate_marks, 1, 1, Qt.AlignRight)
dark_kneeboard_label = QLabel(
"Generate Dark Kneeboard <br />"
"<strong>Dark kneeboard for night missions.<br />"
"This will likely make the kneeboard on the pilot leg unreadable.</strong>"
)
self.gameplayLayout.addWidget(dark_kneeboard_label, 2, 0)
self.gameplayLayout.addWidget(self.generate_dark_kneeboard, 2, 1, Qt.AlignRight)
self.gameplayLayout.addLayout(
self.desired_player_mission_duration, 5, 0, Qt.AlignRight
)
spawn_players_immediately_tooltip = (
"Always spawns player aircraft immediately, even if their start time is "
"more than 10 minutes after the start of the mission. <strong>This does "
"not alter the timing of your mission. Your TOT will not change. This "
"option only allows the player to wait on the ground.</strong>"
)
spawn_immediately_label = QLabel(
"Player flights ignore TOT and spawn immediately<br />"
"<strong>Does not adjust package waypoint times.<br />"
"Should not be used if players have runway or in-air starts.</strong>"
)
spawn_immediately_label.setToolTip(spawn_players_immediately_tooltip)
self.gameplayLayout.addWidget(spawn_immediately_label, 3, 0)
self.gameplayLayout.addWidget(self.never_delay_players, 3, 1, Qt.AlignRight)
start_type_label = QLabel(
"Default start type for AI aircraft<br /><strong>Warning: "
"Options other than Cold will significantly reduce the<br />"
"number of targets available for OCA/Aircraft missions,<br />"
"and OCA/Aircraft flights will not be included in<br />"
"automatically planned OCA packages.</strong>"
)
start_type_label.setToolTip(START_TYPE_TOOLTIP)
start_type = StartTypeComboBox(self.game.settings)
start_type.setCurrentText(self.game.settings.default_start_type)
self.gameplayLayout.addWidget(start_type_label, 4, 0)
self.gameplayLayout.addWidget(start_type, 4, 1)
self.performance = QGroupBox("Performance")
self.performanceLayout = QGridLayout()
self.performanceLayout.setAlignment(Qt.AlignTop)
self.performance.setLayout(self.performanceLayout)
self.smoke = QCheckBox()
self.smoke.setChecked(self.game.settings.perf_smoke_gen)
self.smoke.toggled.connect(self.applySettings)
self.smoke_spacing = QSpinBox()
self.smoke_spacing.setMinimum(800)
self.smoke_spacing.setMaximum(24000)
self.smoke_spacing.setValue(self.game.settings.perf_smoke_spacing)
self.smoke_spacing.valueChanged.connect(self.applySettings)
self.red_alert = QCheckBox()
self.red_alert.setChecked(self.game.settings.perf_red_alert_state)
self.red_alert.toggled.connect(self.applySettings)
self.arti = QCheckBox()
self.arti.setChecked(self.game.settings.perf_artillery)
self.arti.toggled.connect(self.applySettings)
self.moving_units = QCheckBox()
self.moving_units.setChecked(self.game.settings.perf_moving_units)
self.moving_units.toggled.connect(self.applySettings)
self.infantry = QCheckBox()
self.infantry.setChecked(self.game.settings.perf_infantry)
self.infantry.toggled.connect(self.applySettings)
self.destroyed_units = QCheckBox()
self.destroyed_units.setChecked(self.game.settings.perf_destroyed_units)
self.destroyed_units.toggled.connect(self.applySettings)
self.culling = QCheckBox()
self.culling.setChecked(self.game.settings.perf_culling)
self.culling.toggled.connect(self.applySettings)
self.culling_distance = QSpinBox()
self.culling_distance.setMinimum(10)
self.culling_distance.setMaximum(10000)
self.culling_distance.setValue(self.game.settings.perf_culling_distance)
self.culling_distance.valueChanged.connect(self.applySettings)
self.culling_do_not_cull_carrier = QCheckBox()
self.culling_do_not_cull_carrier.setChecked(
self.game.settings.perf_do_not_cull_carrier
)
self.culling_do_not_cull_carrier.toggled.connect(self.applySettings)
self.performanceLayout.addWidget(
QLabel("Smoke visual effect on frontline"), 0, 0
)
self.performanceLayout.addWidget(self.smoke, 0, 1, alignment=Qt.AlignRight)
self.performanceLayout.addWidget(
QLabel("Smoke generator spacing (higher means less smoke)"),
1,
0,
alignment=Qt.AlignRight,
)
self.performanceLayout.addWidget(
self.smoke_spacing, 1, 1, alignment=Qt.AlignRight
)
self.performanceLayout.addWidget(QLabel("SAM starts in RED alert mode"), 2, 0)
self.performanceLayout.addWidget(self.red_alert, 2, 1, alignment=Qt.AlignRight)
self.performanceLayout.addWidget(QLabel("Artillery strikes"), 3, 0)
self.performanceLayout.addWidget(self.arti, 3, 1, alignment=Qt.AlignRight)
self.performanceLayout.addWidget(QLabel("Moving ground units"), 4, 0)
self.performanceLayout.addWidget(
self.moving_units, 4, 1, alignment=Qt.AlignRight
)
self.performanceLayout.addWidget(
QLabel("Generate infantry squads along vehicles"), 5, 0
)
self.performanceLayout.addWidget(self.infantry, 5, 1, alignment=Qt.AlignRight)
self.performanceLayout.addWidget(
QLabel("Include destroyed units carcass"), 6, 0
)
self.performanceLayout.addWidget(
self.destroyed_units, 6, 1, alignment=Qt.AlignRight
)
self.performanceLayout.addWidget(QHorizontalSeparationLine(), 7, 0, 1, 2)
self.performanceLayout.addWidget(
QLabel("Culling of distant units enabled"), 8, 0
)
self.performanceLayout.addWidget(self.culling, 8, 1, alignment=Qt.AlignRight)
self.performanceLayout.addWidget(QLabel("Culling distance (km)"), 9, 0)
self.performanceLayout.addWidget(
self.culling_distance, 9, 1, alignment=Qt.AlignRight
)
self.performanceLayout.addWidget(
QLabel("Do not cull carrier's surroundings"), 10, 0
)
self.performanceLayout.addWidget(
self.culling_do_not_cull_carrier, 10, 1, alignment=Qt.AlignRight
)
self.generatorLayout.addWidget(self.gameplay)
self.generatorLayout.addWidget(
QLabel(
"Disabling settings below may improve performance, but will impact the overall quality of the experience."
)
)
self.generatorLayout.addWidget(self.performance)
def initCheatLayout(self):
self.cheatPage = QWidget()
self.cheatLayout = QVBoxLayout()
self.cheatPage.setLayout(self.cheatLayout)
self.cheat_options = CheatSettingsBox(self.game, self.applySettings)
self.cheatLayout.addWidget(self.cheat_options)
self.moneyCheatBox = QGroupBox("Money Cheat")
self.moneyCheatBox.setAlignment(Qt.AlignTop)
self.moneyCheatBoxLayout = QGridLayout()
self.moneyCheatBox.setLayout(self.moneyCheatBoxLayout)
cheats_amounts = [25, 50, 100, 200, 500, 1000, -25, -50, -100, -200]
for i, amount in enumerate(cheats_amounts):
if amount > 0:
btn = QPushButton("Cheat +" + str(amount) + "M")
btn.setProperty("style", "btn-success")
else:
btn = QPushButton("Cheat " + str(amount) + "M")
btn.setProperty("style", "btn-danger")
btn.clicked.connect(self.cheatLambda(amount))
self.moneyCheatBoxLayout.addWidget(btn, i / 2, i % 2)
self.cheatLayout.addWidget(self.moneyCheatBox, stretch=1)
def cheatLambda(self, amount):
return lambda: self.cheatMoney(amount)
def cheatMoney(self, amount):
logging.info("CHEATING FOR AMOUNT : " + str(amount) + "M")
self.game.blue.budget += amount
GameUpdateSignal.get_instance().updateGame(self.game)
def applySettings(self):
self.game.settings.player_skill = CONST.SKILL_OPTIONS[
self.playerCoalitionSkill.currentIndex()
]
self.game.settings.enemy_skill = CONST.SKILL_OPTIONS[
self.enemyCoalitionSkill.currentIndex()
]
self.game.settings.enemy_vehicle_skill = CONST.SKILL_OPTIONS[
self.enemyAASkill.currentIndex()
]
self.game.settings.player_income_multiplier = self.player_income.value
self.game.settings.enemy_income_multiplier = self.enemy_income.value
self.game.settings.manpads = self.manpads.isChecked()
self.game.settings.labels = CONST.LABELS_OPTIONS[
self.difficultyLabel.currentIndex()
]
self.game.settings.night_disabled = self.noNightMission.isChecked()
self.game.settings.map_coalition_visibility = (
self.mapVisibiitySelection.currentData()
)
self.game.settings.external_views_allowed = self.ext_views.isChecked()
self.game.settings.battle_damage_assessment = (
self.battleDamageAssessment.currentData()
)
self.game.settings.generate_marks = self.generate_marks.isChecked()
self.game.settings.never_delay_player_flights = (
self.never_delay_players.isChecked()
)
self.game.settings.supercarrier = self.supercarrier.isChecked()
self.game.settings.generate_dark_kneeboard = (
self.generate_dark_kneeboard.isChecked()
)
self.game.settings.desired_player_mission_duration = (
self.desired_player_mission_duration.value
)
self.game.settings.perf_red_alert_state = self.red_alert.isChecked()
self.game.settings.perf_smoke_gen = self.smoke.isChecked()
self.game.settings.perf_smoke_spacing = self.smoke_spacing.value()
self.game.settings.perf_artillery = self.arti.isChecked()
self.game.settings.perf_moving_units = self.moving_units.isChecked()
self.game.settings.perf_infantry = self.infantry.isChecked()
self.game.settings.perf_destroyed_units = self.destroyed_units.isChecked()
self.game.settings.perf_culling = self.culling.isChecked()
self.game.settings.perf_culling_distance = int(self.culling_distance.value())
self.game.settings.perf_do_not_cull_carrier = (
self.culling_do_not_cull_carrier.isChecked()
)
self.game.settings.show_red_ato = self.cheat_options.show_red_ato
self.game.settings.enable_frontline_cheats = (
self.cheat_options.show_frontline_cheat
)
self.game.settings.enable_base_capture_cheat = (
self.cheat_options.show_base_capture_cheat
)
self.game.compute_conflicts_position()
GameUpdateSignal.get_instance().updateGame(self.game)
def onSelectionChanged(self):
index = self.categoryList.selectionModel().currentIndex().row()
self.right_layout.setCurrentIndex(index)