dcs-retribution/qt_ui/windows/settings/QSettingsWindow.py
Dan Albert 8827f7df34 Cleanup Lua plugin implementation.
* Move the UI code out of the plugin logic.
* Add types where needed.
* Move into game package.
* Improve error handling.
* Simplify settings behavior.
* Don't load disabled plugins.
* Remove knowledge of non-base plugins from game generation.

Fixes https://github.com/Khopa/dcs_liberation/issues/311
2020-11-08 17:53:52 -08:00

376 lines
17 KiB
Python

import logging
from typing import Callable
from PySide2.QtCore import QSize, Qt, QItemSelectionModel, QPoint
from PySide2.QtGui import QStandardItemModel, QStandardItem
from PySide2.QtWidgets import (
QLabel,
QDialog,
QGridLayout,
QListView,
QStackedLayout,
QComboBox,
QWidget,
QAbstractItemView,
QPushButton,
QGroupBox,
QCheckBox,
QVBoxLayout,
QSpinBox,
)
from dcs.forcedoptions import ForcedOptions
import qt_ui.uiconstants as CONST
from game.game import Game
from game.infos.information import Information
from qt_ui.widgets.QLabeledWidget import QLabeledWidget
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.red_ato = QLabeledWidget("Show Red ATO:", self.red_ato_checkbox)
self.main_layout.addLayout(self.red_ato)
@property
def show_red_ato(self) -> bool:
return self.red_ato_checkbox.isChecked()
class QSettingsWindow(QDialog):
def __init__(self, game: Game):
super(QSettingsWindow, self).__init__()
self.game = game
self.pluginsPage = None
self.pluginsOptionsPage = None
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))
self.initDifficultyLayout()
difficulty = QStandardItem("Difficulty")
difficulty.setIcon(CONST.ICONS["Missile"])
difficulty.setEditable(False)
difficulty.setSelectable(True)
self.categoryModel.appendRow(difficulty)
self.right_layout.addWidget(self.difficultyPage)
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 initDifficultyLayout(self):
self.difficultyPage = QWidget()
self.difficultyLayout = QGridLayout()
self.difficultyLayout.setAlignment(Qt.AlignTop)
self.difficultyPage.setLayout(self.difficultyLayout)
self.playerCoalitionSkill = QComboBox()
self.enemyCoalitionSkill = QComboBox()
self.enemyAASkill = QComboBox()
for skill in CONST.SKILL_OPTIONS:
self.playerCoalitionSkill.addItem(skill)
self.enemyCoalitionSkill.addItem(skill)
self.enemyAASkill.addItem(skill)
self.playerCoalitionSkill.setCurrentIndex(CONST.SKILL_OPTIONS.index(self.game.settings.player_skill))
self.enemyCoalitionSkill.setCurrentIndex(CONST.SKILL_OPTIONS.index(self.game.settings.enemy_skill))
self.enemyAASkill.setCurrentIndex(CONST.SKILL_OPTIONS.index(self.game.settings.enemy_vehicle_skill))
self.playerCoalitionSkill.currentIndexChanged.connect(self.applySettings)
self.enemyCoalitionSkill.currentIndexChanged.connect(self.applySettings)
self.enemyAASkill.currentIndexChanged.connect(self.applySettings)
self.difficultyLayout.addWidget(QLabel("Player coalition skill"), 0, 0)
self.difficultyLayout.addWidget(self.playerCoalitionSkill, 0, 1, Qt.AlignRight)
self.difficultyLayout.addWidget(QLabel("Enemy skill"), 1, 0)
self.difficultyLayout.addWidget(self.enemyCoalitionSkill, 1, 1, Qt.AlignRight)
self.difficultyLayout.addWidget(QLabel("Enemy AA and vehicles skill"), 2, 0)
self.difficultyLayout.addWidget(self.enemyAASkill, 2, 1, Qt.AlignRight)
self.difficultyLabel = QComboBox()
[self.difficultyLabel.addItem(t) for t in CONST.LABELS_OPTIONS]
self.difficultyLabel.setCurrentIndex(CONST.LABELS_OPTIONS.index(self.game.settings.labels))
self.difficultyLabel.currentIndexChanged.connect(self.applySettings)
self.difficultyLayout.addWidget(QLabel("In Game Labels"), 3, 0)
self.difficultyLayout.addWidget(self.difficultyLabel, 3, 1, Qt.AlignRight)
self.noNightMission = QCheckBox()
self.noNightMission.setChecked(self.game.settings.night_disabled)
self.noNightMission.toggled.connect(self.applySettings)
self.difficultyLayout.addWidget(QLabel("No night missions"), 4, 0)
self.difficultyLayout.addWidget(self.noNightMission, 4, 1, Qt.AlignRight)
self.mapVisibiitySelection = QComboBox()
self.mapVisibiitySelection.addItem("All", ForcedOptions.Views.All)
if self.game.settings.map_coalition_visibility == ForcedOptions.Views.All:
self.mapVisibiitySelection.setCurrentIndex(0)
self.mapVisibiitySelection.addItem("Fog of War", ForcedOptions.Views.Allies)
if self.game.settings.map_coalition_visibility == ForcedOptions.Views.Allies:
self.mapVisibiitySelection.setCurrentIndex(1)
self.mapVisibiitySelection.addItem("Allies Only", ForcedOptions.Views.OnlyAllies)
if self.game.settings.map_coalition_visibility == ForcedOptions.Views.OnlyAllies:
self.mapVisibiitySelection.setCurrentIndex(2)
self.mapVisibiitySelection.addItem("Own Aircraft Only", ForcedOptions.Views.MyAircraft)
if self.game.settings.map_coalition_visibility == ForcedOptions.Views.MyAircraft:
self.mapVisibiitySelection.setCurrentIndex(3)
self.mapVisibiitySelection.addItem("Map Only", ForcedOptions.Views.OnlyMap)
if self.game.settings.map_coalition_visibility == ForcedOptions.Views.OnlyMap:
self.mapVisibiitySelection.setCurrentIndex(4)
self.mapVisibiitySelection.currentIndexChanged.connect(self.applySettings)
self.difficultyLayout.addWidget(QLabel("Map visibility options"), 5, 0)
self.difficultyLayout.addWidget(self.mapVisibiitySelection, 5, 1, Qt.AlignRight)
self.ext_views = QCheckBox()
self.ext_views.setChecked(self.game.settings.external_views_allowed)
self.ext_views.toggled.connect(self.applySettings)
self.difficultyLayout.addWidget(QLabel("Allow external views"), 6, 0)
self.difficultyLayout.addWidget(self.ext_views, 6, 1, Qt.AlignRight)
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.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.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)
self.gameplayLayout.addWidget(
QLabel("Never delay player flights"), 2, 0)
self.gameplayLayout.addWidget(self.never_delay_players, 2, 1,
Qt.AlignRight)
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.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.ai_parking_start = QCheckBox()
self.ai_parking_start.setChecked(self.game.settings.perf_ai_parking_start)
self.ai_parking_start.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(50)
self.culling_distance.setMaximum(10000)
self.culling_distance.setValue(self.game.settings.perf_culling_distance)
self.culling_distance.valueChanged.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("SAM starts in RED alert mode"), 1, 0)
self.performanceLayout.addWidget(self.red_alert, 1, 1, alignment=Qt.AlignRight)
self.performanceLayout.addWidget(QLabel("Artillery strikes"), 2, 0)
self.performanceLayout.addWidget(self.arti, 2, 1, alignment=Qt.AlignRight)
self.performanceLayout.addWidget(QLabel("Moving ground units"), 3, 0)
self.performanceLayout.addWidget(self.moving_units, 3, 1, alignment=Qt.AlignRight)
self.performanceLayout.addWidget(QLabel("Generate infantry squads along vehicles"), 4, 0)
self.performanceLayout.addWidget(self.infantry, 4, 1, alignment=Qt.AlignRight)
self.performanceLayout.addWidget(QLabel("AI planes parking start (AI starts in flight if disabled)"), 5, 0)
self.performanceLayout.addWidget(self.ai_parking_start, 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.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.budget += amount
if amount > 0:
self.game.informations.append(Information("CHEATER", "You are a cheater and you should feel bad", self.game.turn))
else:
self.game.informations.append(Information("CHEATER", "You are still a cheater !", self.game.turn))
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.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.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.perf_red_alert_state = self.red_alert.isChecked()
self.game.settings.perf_smoke_gen = self.smoke.isChecked()
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_ai_parking_start = self.ai_parking_start.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.show_red_ato = self.cheat_options.show_red_ato
GameUpdateSignal.get_instance().updateGame(self.game)
def onSelectionChanged(self):
index = self.categoryList.selectionModel().currentIndex().row()
self.right_layout.setCurrentIndex(index)