dcs-retribution/qt_ui/widgets/combos/QPredefinedWaypointSelectionComboBox.py
Dan Albert 90ad1f4a61 Change squadrons to operate out of a single base.
https://github.com/dcs-liberation/dcs_liberation/issues/1145

Currently this is fixed at the start of the campaign. The squadron
locations are defined by the campaign file.

Follow up work:

* Track aircraft ownership per-squadron rather than per-airbase.
* UI for relocating squadrons.
* Ferry missions for squadrons that are relocating.
* Auto-relocation (probably only for retreat handling).

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1138
2021-08-14 21:46:27 -07:00

173 lines
7.3 KiB
Python

from PySide2.QtGui import QStandardItem, QStandardItemModel
from game import Game
from game.theater import ControlPointType, BuildingGroundObject
from game.utils import Distance
from gen.conflictgen import Conflict
from gen.flights.flight import FlightWaypoint, FlightWaypointType
from qt_ui.widgets.combos.QFilteredComboBox import QFilteredComboBox
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):
item = QStandardItem(name)
model.setItem(i, 0, item)
self.wpts.append(wpt)
return i + 1
if self.include_frontlines:
for front_line in self.game.theater.conflicts():
pos = Conflict.frontline_position(front_line, self.game.theater)[0]
wpt = FlightWaypoint(
FlightWaypointType.CUSTOM,
pos.x,
pos.y,
Distance.from_meters(800),
)
wpt.name = f"Frontline {front_line.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 isinstance(
ground_object, BuildingGroundObject
):
wpt = FlightWaypoint(
FlightWaypointType.CUSTOM,
ground_object.position.x,
ground_object.position.y,
Distance.from_meters(0),
)
wpt.alt_type = "RADIO"
wpt.name = ground_object.waypoint_name
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"
or ground_object.dcs_identifier == "EWR"
):
for g in ground_object.groups:
for j, u in enumerate(g.units):
wpt = FlightWaypoint(
FlightWaypointType.CUSTOM,
u.position.x,
u.position.y,
Distance.from_meters(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,
Distance.from_meters(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)