Dan Albert b5e5a3b2da Plan waypoint TOTs.
Also fixes the CAP racetracks so the AI actually stays on station.

Waypoint TOT assignment happens at mission generation time for the
sake of the UI. It's a bit messy since we have the late-initialized
field in FlightWaypoint, but on the other hand we don't have to reset
every extant waypoint whenever the player adjusts the mission's TOT.

If we want to clean this up a bit more, we could have two distinct
types for waypoints: one for the planning stage and one with the
resolved TOTs. We already do some thing like this with Flight vs
FlightData.

Future improvements:

* Estimate the group's ground speed so we don't need such wide margins
  of error.
* Delay takeoff to cut loiter fuel cost.
* Plan mission TOT based on the aircraft in the package and their
  travel times to the objective.
* Tune target area time prediction. Flights often don't need to travel
  all the way to the target point, and probably won't be doing it
  slowly, so the current planning causes a lot of extra time spent in
  enemy territory.
* Per-flight TOT offsets from the package to allow a sweep to arrive
  before the rest, etc.
2020-10-09 01:08:34 -07:00

157 lines
5.7 KiB
Python

from typing import List, Optional
from PySide2.QtCore import Signal
from PySide2.QtWidgets import (
QFrame,
QGridLayout,
QLabel,
QMessageBox,
QPushButton,
QVBoxLayout,
)
from game import Game
from gen.ato import Package
from gen.flights.flight import Flight, FlightType
from gen.flights.flightplan import FlightPlanBuilder
from qt_ui.windows.mission.flight.waypoints.QFlightWaypointList import \
QFlightWaypointList
from qt_ui.windows.mission.flight.waypoints.QPredefinedWaypointSelectionWindow import \
QPredefinedWaypointSelectionWindow
from theater import ControlPoint, FrontLine
class QFlightWaypointTab(QFrame):
on_flight_changed = Signal()
def __init__(self, game: Game, package: Package, flight: Flight):
super(QFlightWaypointTab, self).__init__()
self.game = game
self.package = package
self.flight = flight
self.planner = FlightPlanBuilder(self.game, package, is_player=True)
self.flight_waypoint_list: Optional[QFlightWaypointList] = None
self.ascend_waypoint: Optional[QPushButton] = None
self.descend_waypoint: Optional[QPushButton] = None
self.rtb_waypoint: Optional[QPushButton] = None
self.delete_selected: Optional[QPushButton] = None
self.open_fast_waypoint_button: Optional[QPushButton] = None
self.recreate_buttons: List[QPushButton] = []
self.init_ui()
def init_ui(self):
layout = QGridLayout()
self.flight_waypoint_list = QFlightWaypointList(self.package,
self.flight)
layout.addWidget(self.flight_waypoint_list, 0, 0)
rlayout = QVBoxLayout()
layout.addLayout(rlayout, 0, 1)
rlayout.addWidget(QLabel("<strong>Generator :</strong>"))
rlayout.addWidget(QLabel("<small>AI compatible</small>"))
self.recreate_buttons.clear()
recreate_types = [
FlightType.CAS,
FlightType.CAP,
FlightType.ESCORT,
FlightType.SEAD,
FlightType.STRIKE
]
for task in recreate_types:
def make_closure(arg):
def closure():
return self.confirm_recreate(arg)
return closure
button = QPushButton(f"Recreate as {task.name}")
button.clicked.connect(make_closure(task))
rlayout.addWidget(button)
self.recreate_buttons.append(button)
rlayout.addWidget(QLabel("<strong>Advanced : </strong>"))
rlayout.addWidget(QLabel("<small>Do not use for AI flights</small>"))
self.ascend_waypoint = QPushButton("Add Ascend Waypoint")
self.ascend_waypoint.clicked.connect(self.on_ascend_waypoint)
rlayout.addWidget(self.ascend_waypoint)
self.descend_waypoint = QPushButton("Add Descend Waypoint")
self.descend_waypoint.clicked.connect(self.on_descend_waypoint)
rlayout.addWidget(self.descend_waypoint)
self.rtb_waypoint = QPushButton("Add RTB Waypoint")
self.rtb_waypoint.clicked.connect(self.on_rtb_waypoint)
rlayout.addWidget(self.rtb_waypoint)
self.delete_selected = QPushButton("Delete Selected")
self.delete_selected.clicked.connect(self.on_delete_waypoint)
rlayout.addWidget(self.delete_selected)
self.open_fast_waypoint_button = QPushButton("Add Waypoint")
self.open_fast_waypoint_button.clicked.connect(self.on_fast_waypoint)
rlayout.addWidget(self.open_fast_waypoint_button)
rlayout.addStretch()
self.setLayout(layout)
def on_delete_waypoint(self):
wpt = self.flight_waypoint_list.selectionModel().currentIndex().row()
if wpt > 0:
del self.flight.points[wpt-1]
self.flight_waypoint_list.update_list()
self.on_change()
def on_fast_waypoint(self):
self.subwindow = QPredefinedWaypointSelectionWindow(self.game, self.flight, self.flight_waypoint_list)
self.subwindow.finished.connect(self.on_change)
self.subwindow.show()
def on_ascend_waypoint(self):
ascend = self.planner.generate_ascend_point(self.flight.from_cp)
self.flight.points.append(ascend)
self.flight_waypoint_list.update_list()
self.on_change()
def on_rtb_waypoint(self):
rtb = self.planner.generate_rtb_waypoint(self.flight.from_cp)
self.flight.points.append(rtb)
self.flight_waypoint_list.update_list()
self.on_change()
def on_descend_waypoint(self):
descend = self.planner.generate_descend_point(self.flight.from_cp)
self.flight.points.append(descend)
self.flight_waypoint_list.update_list()
self.on_change()
def confirm_recreate(self, task: FlightType) -> None:
result = QMessageBox.question(
self,
"Regenerate flight?",
("Changing the flight type will reset its flight plan. Do you want "
"to continue?"),
QMessageBox.No,
QMessageBox.Yes
)
if result == QMessageBox.Yes:
# TODO: These should all be just CAP.
if task == FlightType.CAP:
if isinstance(self.package.target, FrontLine):
task = FlightType.TARCAP
elif isinstance(self.package.target, ControlPoint):
if self.package.target.is_fleet:
task = FlightType.BARCAP
self.flight.flight_type = task
self.planner.populate_flight_plan(self.flight)
self.flight_waypoint_list.update_list()
self.on_change()
def on_change(self):
self.flight_waypoint_list.update_list()
self.on_flight_changed.emit()