dcs-retribution/qt_ui/widgets/combos/QPredefinedWaypointSelectionComboBox.py
Dan Albert 88b9ed29ba Reorganize flight planning.
Previously we were trying to make every potential flight plan look
just like a strike mission's flight plan. This led to a lot of special
case behavior in several places that was causing us to misplan TOTs.

I've reorganized this such that there's now an explicit `FlightPlan`
class, and any specialized behavior is handled by the subclasses.

I've also taken the opportunity to alter the behavior of CAS and
front-line CAP missions. These no longer involve the usual formation
waypoints. Instead the CAP will aim to be on station at the time that
the CAS mission reaches its ingress point, and leave at its egress
time. Both flights fly directly to the point with a start time
configured for a rendezvous.

It might be worth adding hold points back to every flight plan just to
ensure that non-formation flights don't end up with a very low speed
enroute to the target if they perform ground ops quicker than
expected.
2020-10-31 19:29:24 -07:00

143 lines
6.7 KiB
Python

from PySide2.QtGui import QStandardItem, QStandardItemModel
from game import Game
from gen import Conflict, FlightWaypointType
from gen.flights.flight import FlightWaypoint
from qt_ui.widgets.combos.QFilteredComboBox import QFilteredComboBox
from theater import ControlPointType
class QPredefinedWaypointSelectionComboBox(QFilteredComboBox):
def __init__(self, game: Game, parent=None, include_targets=True, include_airbases=True,
include_frontlines=True, include_units=True, include_enemy=True, include_friendly=True):
super(QPredefinedWaypointSelectionComboBox, self).__init__(parent)
self.game = game
self.include_targets = include_targets
self.include_airbases = include_airbases
self.include_frontlines = include_frontlines
self.include_units = include_units
self.include_enemy = include_enemy
self.include_friendly = include_friendly
self.find_possible_waypoints()
def get_selected_waypoints(self, include_all_from_same_location=False):
n = self.currentText()
first_waypoint = None
for w in self.wpts:
if w.pretty_name == n:
first_waypoint = w
break
if first_waypoint is None:
return []
waypoints = [first_waypoint]
if include_all_from_same_location:
for w in self.wpts:
if w is not first_waypoint and w.obj_name and w.obj_name == first_waypoint.obj_name:
waypoints.append(w)
return waypoints
def find_possible_waypoints(self):
self.wpts = []
model = QStandardItemModel()
i = 0
def add_model_item(i, model, name, wpt):
print(name)
item = QStandardItem(name)
model.setItem(i, 0, item)
self.wpts.append(wpt)
return i + 1
if self.include_frontlines:
for cp in self.game.theater.controlpoints:
if cp.captured:
enemy_cp = [ecp for ecp in cp.connected_points if ecp.captured != cp.captured]
for ecp in enemy_cp:
pos = Conflict.frontline_position(self.game.theater, cp, ecp)[0]
wpt = FlightWaypoint(
FlightWaypointType.CUSTOM,
pos.x,
pos.y,
800)
wpt.name = "Frontline " + cp.name + "/" + ecp.name + " [CAS]"
wpt.alt_type = "RADIO"
wpt.pretty_name = wpt.name
wpt.description = "Frontline"
i = add_model_item(i, model, wpt.pretty_name, wpt)
if self.include_targets:
for cp in self.game.theater.controlpoints:
if (self.include_enemy and not cp.captured) or (self.include_friendly and cp.captured):
for ground_object in cp.ground_objects:
if not ground_object.is_dead and not ground_object.dcs_identifier == "AA":
wpt = FlightWaypoint(
FlightWaypointType.CUSTOM,
ground_object.position.x,
ground_object.position.y,
0
)
wpt.alt_type = "RADIO"
wpt.name = wpt.name = "[" + str(ground_object.obj_name) + "] : " + ground_object.category + " #" + str(ground_object.object_id)
wpt.pretty_name = wpt.name
wpt.obj_name = ground_object.obj_name
wpt.targets.append(ground_object)
if cp.captured:
wpt.description = "Friendly Building"
else:
wpt.description = "Enemy Building"
i = add_model_item(i, model, wpt.pretty_name, wpt)
if self.include_units:
for cp in self.game.theater.controlpoints:
if (self.include_enemy and not cp.captured) or (self.include_friendly and cp.captured):
for ground_object in cp.ground_objects:
if not ground_object.is_dead and ground_object.dcs_identifier == "AA":
for g in ground_object.groups:
for j, u in enumerate(g.units):
wpt = FlightWaypoint(
FlightWaypointType.CUSTOM,
u.position.x,
u.position.y,
0
)
wpt.alt_type = "RADIO"
wpt.name = wpt.name = "[" + str(ground_object.obj_name) + "] : " + u.type + " #" + str(j)
wpt.pretty_name = wpt.name
wpt.targets.append(u)
wpt.obj_name = ground_object.obj_name
wpt.waypoint_type = FlightWaypointType.CUSTOM
if cp.captured:
wpt.description = "Friendly unit : " + u.type
else:
wpt.description = "Enemy unit : " + u.type
i = add_model_item(i, model, wpt.pretty_name, wpt)
if self.include_airbases:
for cp in self.game.theater.controlpoints:
if (self.include_enemy and not cp.captured) or (self.include_friendly and cp.captured):
wpt = FlightWaypoint(
FlightWaypointType.CUSTOM,
cp.position.x,
cp.position.y,
0
)
wpt.alt_type = "RADIO"
wpt.name = cp.name
if cp.captured:
wpt.description = "Position of " + cp.name + " [Friendly Airbase]"
else:
wpt.description = "Position of " + cp.name + " [Enemy Airbase]"
if cp.cptype == ControlPointType.AIRCRAFT_CARRIER_GROUP:
wpt.pretty_name = cp.name + " (Aircraft Carrier Group)"
elif cp.cptype == ControlPointType.LHA_GROUP:
wpt.pretty_name = cp.name + " (LHA Group)"
else:
wpt.pretty_name = cp.name + " (Airbase)"
i = add_model_item(i, model, wpt.pretty_name, wpt)
self.setModel(model)