mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Started with TARCAP because they're simple, but will follow and extend this to the other flight plans next. This works by building navigation meshes (navmeshes) of the theater based on the threat regions. A navmesh is created for each faction to allow the unique pathing around each side's threats. Navmeshes are built such that there are nav edges around threat zones to allow the planner to pick waypoints that (slightly) route around threats before approaching the target. Using the navmesh, routes are found using A*. Performance appears adequate, and could probably be improved with a cache if needed since the small number of origin points means many flights will share portions of their flight paths. This adds a few visual debugging tools to the map. They're disabled by default, but changing the local `debug` variable in `DisplayOptions` to `True` will make them appear in the display options menu. These are: * Display navmeshes (red and blue). Displaying either navmesh will draw each navmesh polygon on the map view and highlight the mesh that contains the cursor. Neighbors are indicated by a small yellow line pointing from the center of the polygon's edge/vertext that is shared with its neighbor toward the centroid of the zone. * Shortest path from control point to mouse location. The first control point for the selected faction is arbitrarily selected, and the shortest path from that control point to the mouse cursor will be drawn on the map. * TARCAP plan near mouse location. A TARCAP will be planned from the faction's first control point to the target nearest the mouse cursor. https://github.com/Khopa/dcs_liberation/issues/292
1082 lines
44 KiB
Python
1082 lines
44 KiB
Python
from __future__ import annotations
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import datetime
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import logging
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import math
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from functools import singledispatchmethod
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from typing import Iterable, Iterator, List, Optional, Tuple
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from PySide2 import QtCore, QtWidgets
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from PySide2.QtCore import QLineF, QPointF, QRectF, Qt
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from PySide2.QtGui import (
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QBrush,
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QColor,
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QFont,
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QPen,
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QPixmap,
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QPolygonF,
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QWheelEvent,
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)
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from PySide2.QtWidgets import (
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QFrame,
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QGraphicsItem,
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QGraphicsOpacityEffect,
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QGraphicsScene,
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QGraphicsSceneMouseEvent,
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QGraphicsView,
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)
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from dcs import Point
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from dcs.planes import F_16C_50
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from dcs.mapping import point_from_heading
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from shapely.geometry import (
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LineString,
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MultiPolygon,
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Point as ShapelyPoint,
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Polygon,
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)
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import qt_ui.uiconstants as CONST
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from game import Game, db
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from game.navmesh import NavMesh
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from game.theater import ControlPoint, Enum
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from game.theater.conflicttheater import FrontLine, ReferencePoint
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from game.theater.theatergroundobject import (
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TheaterGroundObject,
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)
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from game.utils import Distance, meters, nautical_miles
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from game.weather import TimeOfDay
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from gen import Conflict, Package
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from gen.flights.flight import (
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Flight,
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FlightType,
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FlightWaypoint,
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FlightWaypointType,
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)
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from gen.flights.flightplan import FlightPlan, FlightPlanBuilder
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from qt_ui.displayoptions import DisplayOptions, ThreatZoneOptions
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from qt_ui.models import GameModel
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from qt_ui.widgets.map.QFrontLine import QFrontLine
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from qt_ui.widgets.map.QLiberationScene import QLiberationScene
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from qt_ui.widgets.map.QMapControlPoint import QMapControlPoint
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from qt_ui.widgets.map.QMapGroundObject import QMapGroundObject
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from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
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MAX_SHIP_DISTANCE = nautical_miles(80)
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def binomial(i: int, n: int) -> float:
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"""Binomial coefficient"""
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return math.factorial(n) / float(
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math.factorial(i) * math.factorial(n - i))
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def bernstein(t: float, i: int, n: int) -> float:
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"""Bernstein polynom"""
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return binomial(i, n) * (t ** i) * ((1 - t) ** (n - i))
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def bezier(t: float, points: Iterable[Tuple[float, float]]) -> Tuple[float, float]:
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"""Calculate coordinate of a point in the bezier curve"""
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n = len(points) - 1
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x = y = 0
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for i, pos in enumerate(points):
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bern = bernstein(t, i, n)
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x += pos[0] * bern
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y += pos[1] * bern
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return x, y
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def bezier_curve_range(n: int, points: Iterable[Tuple[float, float]]) -> Iterator[Tuple[float, float]]:
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"""Range of points in a curve bezier"""
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for i in range(n):
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t = i / float(n - 1)
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yield bezier(t, points)
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class QLiberationMapState(Enum):
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NORMAL = 0
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MOVING_UNIT = 1
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class QLiberationMap(QGraphicsView):
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WAYPOINT_SIZE = 4
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reference_point_setup_mode = False
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instance: Optional[QLiberationMap] = None
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def __init__(self, game_model: GameModel):
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super(QLiberationMap, self).__init__()
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QLiberationMap.instance = self
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self.game_model = game_model
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self.game: Optional[Game] = game_model.game
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self.state = QLiberationMapState.NORMAL
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self.waypoint_info_font = QFont()
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self.waypoint_info_font.setPointSize(12)
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self.flight_path_items: List[QGraphicsItem] = []
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# A tuple of (package index, flight index), or none.
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self.selected_flight: Optional[Tuple[int, int]] = None
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self.setMinimumSize(800, 600)
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self.setMaximumHeight(2160)
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self._zoom = 0
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self.factor = 1
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self.factorized = 1
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self.init_scene()
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self.setGame(game_model.game)
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# Object displayed when unit is selected
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self.movement_line = QtWidgets.QGraphicsLineItem(QtCore.QLineF(QPointF(0,0),QPointF(0,0)))
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self.movement_line.setPen(QPen(CONST.COLORS["orange"], width=10.0))
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self.selected_cp: QMapControlPoint = None
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GameUpdateSignal.get_instance().flight_paths_changed.connect(
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lambda: self.draw_flight_plans(self.scene())
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)
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def update_package_selection(index: int) -> None:
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# Optional[int] isn't a valid type for a Qt signal. None will be
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# converted to zero automatically. We use -1 to indicate no
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# selection.
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if index == -1:
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self.selected_flight = None
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else:
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self.selected_flight = index, 0
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self.draw_flight_plans(self.scene())
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GameUpdateSignal.get_instance().package_selection_changed.connect(
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update_package_selection
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)
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def update_flight_selection(index: int) -> None:
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if self.selected_flight is None:
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if index != -1:
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# We don't know what order update_package_selection and
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# update_flight_selection will be called in when the last
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# package is removed. If no flight is selected, it's not a
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# problem to also have no package selected.
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logging.error(
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"Flight was selected with no package selected")
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return
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# Optional[int] isn't a valid type for a Qt signal. None will be
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# converted to zero automatically. We use -1 to indicate no
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# selection.
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if index == -1:
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self.selected_flight = self.selected_flight[0], None
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self.selected_flight = self.selected_flight[0], index
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self.draw_flight_plans(self.scene())
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GameUpdateSignal.get_instance().flight_selection_changed.connect(
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update_flight_selection
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)
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self.nm_to_pixel_ratio: int = 0
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self.navmesh_highlight: Optional[QPolygonF] = None
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self.shortest_path_segments: List[QLineF] = []
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def init_scene(self):
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scene = QLiberationScene(self)
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self.setScene(scene)
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self.setTransformationAnchor(QGraphicsView.AnchorUnderMouse)
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self.setResizeAnchor(QGraphicsView.AnchorUnderMouse)
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self.setBackgroundBrush(QBrush(QColor(30, 30, 30)))
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self.setFrameShape(QFrame.NoFrame)
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self.setDragMode(QGraphicsView.ScrollHandDrag)
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def setGame(self, game: Optional[Game]):
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self.game = game
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if self.game is not None:
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logging.debug("Reloading Map Canvas")
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self.nm_to_pixel_ratio = self.distance_to_pixels(nautical_miles(1))
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self.reload_scene()
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"""
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Uncomment to set up theather reference points"""
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def keyPressEvent(self, event):
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modifiers = QtWidgets.QApplication.keyboardModifiers()
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if not self.reference_point_setup_mode:
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if modifiers == QtCore.Qt.ShiftModifier and event.key() == QtCore.Qt.Key_R:
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self.reference_point_setup_mode = True
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self.reload_scene()
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else:
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super(QLiberationMap, self).keyPressEvent(event)
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else:
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if modifiers == QtCore.Qt.ShiftModifier and event.key() == QtCore.Qt.Key_R:
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self.reference_point_setup_mode = False
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self.reload_scene()
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else:
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distance = 1
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modifiers = int(event.modifiers())
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if modifiers & QtCore.Qt.ShiftModifier:
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distance *= 10
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elif modifiers & QtCore.Qt.ControlModifier:
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distance *= 100
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if event.key() == QtCore.Qt.Key_Down:
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self.update_reference_point(
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self.game.theater.reference_points[0],
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Point(0, distance))
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if event.key() == QtCore.Qt.Key_Up:
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self.update_reference_point(
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self.game.theater.reference_points[0],
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Point(0, -distance))
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if event.key() == QtCore.Qt.Key_Left:
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self.update_reference_point(
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self.game.theater.reference_points[0],
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Point(-distance, 0))
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if event.key() == QtCore.Qt.Key_Right:
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self.update_reference_point(
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self.game.theater.reference_points[0],
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Point(distance, 0))
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if event.key() == QtCore.Qt.Key_S:
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self.update_reference_point(
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self.game.theater.reference_points[1],
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Point(0, distance))
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if event.key() == QtCore.Qt.Key_W:
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self.update_reference_point(
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self.game.theater.reference_points[1],
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Point(0, -distance))
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if event.key() == QtCore.Qt.Key_A:
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self.update_reference_point(
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self.game.theater.reference_points[1],
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Point(-distance, 0))
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if event.key() == QtCore.Qt.Key_D:
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self.update_reference_point(
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self.game.theater.reference_points[1],
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Point(distance, 0))
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logging.debug(
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f"Reference points: {self.game.theater.reference_points}")
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self.reload_scene()
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@staticmethod
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def update_reference_point(point: ReferencePoint, change: Point) -> None:
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point.image_coordinates += change
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@staticmethod
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def aa_ranges(ground_object: TheaterGroundObject) -> Tuple[int, int]:
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detection_range = 0
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threat_range = 0
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for g in ground_object.groups:
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for u in g.units:
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unit = db.unit_type_from_name(u.type)
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if unit is None:
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logging.error(f"Unknown unit type {u.type}")
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continue
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# Some units in pydcs have detection_range and threat_range
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# defined, but explicitly set to None.
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unit_detection_range = getattr(unit, "detection_range", None)
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if unit_detection_range is not None:
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detection_range = max(detection_range, unit_detection_range)
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unit_threat_range = getattr(unit, "threat_range", None)
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if unit_threat_range is not None:
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threat_range = max(threat_range, unit_threat_range)
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return detection_range, threat_range
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def display_culling(self, scene: QGraphicsScene) -> None:
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"""Draws the culling distance rings on the map"""
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culling_points = self.game_model.game.get_culling_points()
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culling_distance = self.game_model.game.settings.perf_culling_distance
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for point in culling_points:
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culling_distance_point = Point(point.x + culling_distance*1000, point.y + culling_distance*1000)
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distance_point = self._transform_point(culling_distance_point)
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transformed = self._transform_point(point)
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radius = distance_point[0] - transformed[0]
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scene.addEllipse(transformed[0]-radius, transformed[1]-radius, 2*radius, 2*radius, CONST.COLORS["transparent"], CONST.COLORS["light_green_transparent"])
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def draw_shapely_poly(self, scene: QGraphicsScene, poly: Polygon, pen: QPen,
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brush: QBrush) -> Optional[QPolygonF]:
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if poly.is_empty:
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return None
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points = []
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for x, y in poly.exterior.coords:
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x, y = self._transform_point(Point(x, y))
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points.append(QPointF(x, y))
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return scene.addPolygon(QPolygonF(points), pen, brush)
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def draw_threat_zone(self, scene: QGraphicsScene, poly: Polygon,
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player: bool) -> None:
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if player:
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brush = QColor(0, 132, 255, 100)
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else:
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brush = QColor(227, 32, 0, 100)
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self.draw_shapely_poly(scene, poly, CONST.COLORS["transparent"], brush)
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def display_threat_zones(self, scene: QGraphicsScene,
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options: ThreatZoneOptions, player: bool) -> None:
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"""Draws the threat zones on the map."""
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threat_zones = self.game.threat_zone_for(player)
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if options.all:
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threat_poly = threat_zones.all
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elif options.aircraft:
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threat_poly = threat_zones.airbases
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elif options.air_defenses:
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threat_poly = threat_zones.air_defenses
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else:
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return
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if isinstance(threat_poly, MultiPolygon):
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polys = threat_poly.geoms
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else:
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polys = [threat_poly]
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for poly in polys:
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self.draw_threat_zone(scene, poly, player)
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def draw_navmesh_neighbor_line(self, scene: QGraphicsScene, poly: Polygon,
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begin: ShapelyPoint) -> None:
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vertex = Point(begin.x, begin.y)
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centroid = poly.centroid
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direction = Point(centroid.x, centroid.y)
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end = vertex.point_from_heading(vertex.heading_between_point(direction),
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nautical_miles(2).meters)
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scene.addLine(QLineF(QPointF(*self._transform_point(vertex)),
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QPointF(*self._transform_point(end))),
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CONST.COLORS["yellow"])
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@singledispatchmethod
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def draw_navmesh_border(self, intersection, scene: QGraphicsScene,
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poly: Polygon) -> None:
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raise NotImplementedError("draw_navmesh_border not implemented for %s",
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intersection.__class__.__name__)
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@draw_navmesh_border.register
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def draw_navmesh_point_border(self, intersection: ShapelyPoint,
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scene: QGraphicsScene, poly: Polygon) -> None:
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# Draw a line from the vertex toward the center of the polygon.
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self.draw_navmesh_neighbor_line(scene, poly, intersection)
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@draw_navmesh_border.register
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def draw_navmesh_edge_border(self, intersection: LineString,
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scene: QGraphicsScene, poly: Polygon) -> None:
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# Draw a line from the center of the edge toward the center of the
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# polygon.
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edge_center = intersection.interpolate(0.5, normalized=True)
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self.draw_navmesh_neighbor_line(scene, poly, edge_center)
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def display_navmesh(self, scene: QGraphicsScene, player: bool) -> None:
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for navpoly in self.game.navmesh_for(player).polys:
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self.draw_shapely_poly(scene, navpoly.poly, CONST.COLORS["black"],
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CONST.COLORS["transparent"])
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position = self._transform_point(
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Point(navpoly.poly.centroid.x, navpoly.poly.centroid.y))
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text = scene.addSimpleText(f"Navmesh {navpoly.ident}",
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self.waypoint_info_font)
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text.setBrush(QColor(255, 255, 255))
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text.setPen(QColor(255, 255, 255))
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text.moveBy(position[0] + 8, position[1])
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text.setZValue(2)
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for border in navpoly.neighbors.values():
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self.draw_navmesh_border(border, scene, navpoly.poly)
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def highlight_mouse_navmesh(self, scene: QGraphicsScene, navmesh: NavMesh,
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mouse_position: Point) -> None:
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if self.navmesh_highlight is not None:
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try:
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scene.removeItem(self.navmesh_highlight)
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except RuntimeError:
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pass
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navpoly = navmesh.localize(mouse_position)
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if navpoly is None:
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return
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self.navmesh_highlight = self.draw_shapely_poly(
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scene, navpoly.poly, CONST.COLORS["transparent"],
|
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CONST.COLORS["light_green_transparent"])
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|
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def draw_shortest_path(self, scene: QGraphicsScene, navmesh: NavMesh,
|
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destination: Point, player: bool) -> None:
|
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for line in self.shortest_path_segments:
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try:
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scene.removeItem(line)
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except RuntimeError:
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pass
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if player:
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origin = self.game.theater.player_points()[0]
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else:
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origin = self.game.theater.enemy_points()[0]
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prev_pos = self._transform_point(origin.position)
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try:
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path = navmesh.shortest_path(origin.position, destination)
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except ValueError:
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return
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for waypoint in path[1:]:
|
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new_pos = self._transform_point(waypoint)
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flight_path_pen = self.flight_path_pen(player, selected=True)
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# Draw the line to the *middle* of the waypoint.
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offset = self.WAYPOINT_SIZE // 2
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self.shortest_path_segments.append(scene.addLine(
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prev_pos[0] + offset, prev_pos[1] + offset,
|
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new_pos[0] + offset, new_pos[1] + offset,
|
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flight_path_pen
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))
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self.shortest_path_segments.append(scene.addEllipse(
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new_pos[0], new_pos[1], self.WAYPOINT_SIZE,
|
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self.WAYPOINT_SIZE, flight_path_pen, flight_path_pen
|
|
))
|
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|
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prev_pos = new_pos
|
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|
|
def draw_tarcap_plan(self, scene: QGraphicsScene, point_near_target: Point,
|
|
player: bool) -> None:
|
|
for line in self.shortest_path_segments:
|
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try:
|
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scene.removeItem(line)
|
|
except RuntimeError:
|
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pass
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|
|
self.clear_flight_paths(scene)
|
|
|
|
target = self.game.theater.closest_target(point_near_target)
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|
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if player:
|
|
origin = self.game.theater.player_points()[0]
|
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else:
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origin = self.game.theater.enemy_points()[0]
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|
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package = Package(target)
|
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flight = Flight(package, F_16C_50, 2, FlightType.TARCAP,
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start_type="Warm", departure=origin, arrival=origin,
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divert=None)
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|
package.add_flight(flight)
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|
planner = FlightPlanBuilder(self.game, package, is_player=player)
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planner.populate_flight_plan(flight)
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|
|
self.draw_flight_plan(scene, flight, selected=True)
|
|
|
|
|
|
@staticmethod
|
|
def should_display_ground_objects_at(cp: ControlPoint) -> bool:
|
|
return ((DisplayOptions.sam_ranges and cp.captured) or
|
|
(DisplayOptions.enemy_sam_ranges and not cp.captured))
|
|
|
|
def draw_threat_range(self, scene: QGraphicsScene, ground_object: TheaterGroundObject, cp: ControlPoint) -> None:
|
|
go_pos = self._transform_point(ground_object.position)
|
|
detection_range, threat_range = self.aa_ranges(
|
|
ground_object
|
|
)
|
|
if threat_range:
|
|
threat_pos = self._transform_point(Point(ground_object.position.x+threat_range,
|
|
ground_object.position.y+threat_range))
|
|
threat_radius = Point(*go_pos).distance_to_point(Point(*threat_pos))
|
|
|
|
# Add threat range circle
|
|
scene.addEllipse(go_pos[0] - threat_radius / 2 + 7, go_pos[1] - threat_radius / 2 + 6,
|
|
threat_radius, threat_radius, self.threat_pen(cp.captured))
|
|
|
|
if detection_range and DisplayOptions.detection_range:
|
|
# Add detection range circle
|
|
detection_pos = self._transform_point(Point(ground_object.position.x+detection_range,
|
|
ground_object.position.y+detection_range))
|
|
detection_radius = Point(*go_pos).distance_to_point(Point(*detection_pos))
|
|
scene.addEllipse(go_pos[0] - detection_radius/2 + 7, go_pos[1] - detection_radius/2 + 6,
|
|
detection_radius, detection_radius, self.detection_pen(cp.captured))
|
|
|
|
def draw_ground_objects(self, scene: QGraphicsScene, cp: ControlPoint) -> None:
|
|
added_objects = []
|
|
for ground_object in cp.ground_objects:
|
|
if ground_object.obj_name in added_objects:
|
|
continue
|
|
|
|
go_pos = self._transform_point(ground_object.position)
|
|
if not ground_object.airbase_group:
|
|
buildings = self.game.theater.find_ground_objects_by_obj_name(ground_object.obj_name)
|
|
scene.addItem(QMapGroundObject(self, go_pos[0], go_pos[1], 14, 12, cp, ground_object, self.game, buildings))
|
|
|
|
should_display = self.should_display_ground_objects_at(cp)
|
|
if ground_object.might_have_aa and should_display:
|
|
self.draw_threat_range(scene, ground_object, cp)
|
|
added_objects.append(ground_object.obj_name)
|
|
|
|
def reload_scene(self):
|
|
scene = self.scene()
|
|
scene.clear()
|
|
|
|
playerColor = self.game.get_player_color()
|
|
enemyColor = self.game.get_enemy_color()
|
|
|
|
self.addBackground()
|
|
|
|
# Display Culling
|
|
if DisplayOptions.culling and self.game.settings.perf_culling:
|
|
self.display_culling(scene)
|
|
|
|
self.display_threat_zones(scene, DisplayOptions.blue_threat_zones,
|
|
player=True)
|
|
self.display_threat_zones(scene, DisplayOptions.red_threat_zones,
|
|
player=False)
|
|
|
|
if DisplayOptions.navmeshes.blue_navmesh:
|
|
self.display_navmesh(scene, player=True)
|
|
if DisplayOptions.navmeshes.red_navmesh:
|
|
self.display_navmesh(scene, player=False)
|
|
|
|
for cp in self.game.theater.controlpoints:
|
|
|
|
pos = self._transform_point(cp.position)
|
|
|
|
scene.addItem(QMapControlPoint(self, pos[0] - CONST.CP_SIZE / 2,
|
|
pos[1] - CONST.CP_SIZE / 2,
|
|
CONST.CP_SIZE,
|
|
CONST.CP_SIZE, cp, self.game_model))
|
|
|
|
if cp.captured:
|
|
pen = QPen(brush=CONST.COLORS[playerColor])
|
|
brush = CONST.COLORS[playerColor+"_transparent"]
|
|
else:
|
|
pen = QPen(brush=CONST.COLORS[enemyColor])
|
|
brush = CONST.COLORS[enemyColor+"_transparent"]
|
|
|
|
self.draw_ground_objects(scene, cp)
|
|
|
|
if cp.target_position is not None:
|
|
proj = self._transform_point(cp.target_position)
|
|
scene.addLine(QLineF(QPointF(pos[0], pos[1]), QPointF(proj[0], proj[1])),
|
|
QPen(CONST.COLORS["green"], width=10, s=Qt.DashDotLine))
|
|
|
|
for cp in self.game.theater.enemy_points():
|
|
if DisplayOptions.lines:
|
|
self.scene_create_lines_for_cp(cp, playerColor, enemyColor)
|
|
|
|
for cp in self.game.theater.player_points():
|
|
if DisplayOptions.lines:
|
|
self.scene_create_lines_for_cp(cp, playerColor, enemyColor)
|
|
|
|
self.draw_flight_plans(scene)
|
|
|
|
for cp in self.game.theater.controlpoints:
|
|
pos = self._transform_point(cp.position)
|
|
text = scene.addText(cp.name, font=CONST.FONT_MAP)
|
|
text.setPos(pos[0] + CONST.CP_SIZE, pos[1] - CONST.CP_SIZE / 2)
|
|
text = scene.addText(cp.name, font=CONST.FONT_MAP)
|
|
text.setDefaultTextColor(Qt.white)
|
|
text.setPos(pos[0] + CONST.CP_SIZE + 1, pos[1] - CONST.CP_SIZE / 2 + 1)
|
|
|
|
def clear_flight_paths(self, scene: QGraphicsScene) -> None:
|
|
for item in self.flight_path_items:
|
|
try:
|
|
scene.removeItem(item)
|
|
except RuntimeError:
|
|
# Something may have caused those items to already be removed.
|
|
pass
|
|
self.flight_path_items.clear()
|
|
|
|
def draw_flight_plans(self, scene: QGraphicsScene) -> None:
|
|
self.clear_flight_paths(scene)
|
|
if DisplayOptions.flight_paths.hide:
|
|
return
|
|
packages = list(self.game_model.ato_model.packages)
|
|
if self.game.settings.show_red_ato:
|
|
packages.extend(self.game_model.red_ato_model.packages)
|
|
for p_idx, package_model in enumerate(packages):
|
|
for f_idx, flight in enumerate(package_model.flights):
|
|
if self.selected_flight is None:
|
|
selected = False
|
|
else:
|
|
selected = (p_idx, f_idx) == self.selected_flight
|
|
if DisplayOptions.flight_paths.only_selected and not selected:
|
|
continue
|
|
self.draw_flight_plan(scene, flight, selected)
|
|
|
|
def draw_flight_plan(self, scene: QGraphicsScene, flight: Flight,
|
|
selected: bool) -> None:
|
|
is_player = flight.from_cp.captured
|
|
pos = self._transform_point(flight.from_cp.position)
|
|
|
|
self.draw_waypoint(scene, pos, is_player, selected)
|
|
prev_pos = tuple(pos)
|
|
drew_target = False
|
|
target_types = (
|
|
FlightWaypointType.TARGET_GROUP_LOC,
|
|
FlightWaypointType.TARGET_POINT,
|
|
FlightWaypointType.TARGET_SHIP,
|
|
)
|
|
for idx, point in enumerate(flight.flight_plan.waypoints[1:]):
|
|
if point.waypoint_type == FlightWaypointType.DIVERT:
|
|
# Don't clutter the map showing divert points.
|
|
continue
|
|
|
|
new_pos = self._transform_point(Point(point.x, point.y))
|
|
self.draw_flight_path(scene, prev_pos, new_pos, is_player,
|
|
selected)
|
|
self.draw_waypoint(scene, new_pos, is_player, selected)
|
|
if selected and DisplayOptions.waypoint_info:
|
|
if point.waypoint_type in target_types:
|
|
if drew_target:
|
|
# Don't draw dozens of targets over each other.
|
|
continue
|
|
drew_target = True
|
|
self.draw_waypoint_info(scene, idx + 1, point, new_pos,
|
|
flight.flight_plan)
|
|
prev_pos = tuple(new_pos)
|
|
|
|
def draw_waypoint(self, scene: QGraphicsScene,
|
|
position: Tuple[float, float], player: bool,
|
|
selected: bool) -> None:
|
|
waypoint_pen = self.waypoint_pen(player, selected)
|
|
waypoint_brush = self.waypoint_brush(player, selected)
|
|
self.flight_path_items.append(scene.addEllipse(
|
|
position[0], position[1], self.WAYPOINT_SIZE,
|
|
self.WAYPOINT_SIZE, waypoint_pen, waypoint_brush
|
|
))
|
|
|
|
def draw_waypoint_info(self, scene: QGraphicsScene, number: int,
|
|
waypoint: FlightWaypoint, position: Tuple[int, int],
|
|
flight_plan: FlightPlan) -> None:
|
|
|
|
altitude = int(waypoint.alt.feet)
|
|
altitude_type = "AGL" if waypoint.alt_type == "RADIO" else "MSL"
|
|
|
|
prefix = "TOT"
|
|
time = flight_plan.tot_for_waypoint(waypoint)
|
|
if time is None:
|
|
prefix = "Depart"
|
|
time = flight_plan.depart_time_for_waypoint(waypoint)
|
|
if time is None:
|
|
tot = ""
|
|
else:
|
|
time = datetime.timedelta(seconds=int(time.total_seconds()))
|
|
tot = f"{prefix} T+{time}"
|
|
|
|
pen = QPen(QColor("black"), 0.3)
|
|
brush = QColor("white")
|
|
|
|
text = "\n".join([
|
|
f"{number} {waypoint.name}",
|
|
f"{altitude} ft {altitude_type}",
|
|
tot,
|
|
])
|
|
|
|
item = scene.addSimpleText(text, self.waypoint_info_font)
|
|
item.setFlag(QGraphicsItem.ItemIgnoresTransformations)
|
|
item.setBrush(brush)
|
|
item.setPen(pen)
|
|
item.moveBy(position[0] + 8, position[1])
|
|
item.setZValue(2)
|
|
self.flight_path_items.append(item)
|
|
|
|
def draw_flight_path(self, scene: QGraphicsScene, pos0: Tuple[float, float],
|
|
pos1: Tuple[float, float], player: bool,
|
|
selected: bool) -> None:
|
|
flight_path_pen = self.flight_path_pen(player, selected)
|
|
# Draw the line to the *middle* of the waypoint.
|
|
offset = self.WAYPOINT_SIZE // 2
|
|
self.flight_path_items.append(scene.addLine(
|
|
pos0[0] + offset, pos0[1] + offset,
|
|
pos1[0] + offset, pos1[1] + offset,
|
|
flight_path_pen
|
|
))
|
|
|
|
def draw_bezier_frontline(self, scene: QGraphicsScene, pen:QPen, frontline: FrontLine) -> None:
|
|
"""
|
|
Thanks to Alquimista for sharing a python implementation of the bezier algorithm this is adapted from.
|
|
https://gist.github.com/Alquimista/1274149#file-bezdraw-py
|
|
"""
|
|
bezier_fixed_points = []
|
|
for segment in frontline.segments:
|
|
bezier_fixed_points.append(self._transform_point(segment.point_a))
|
|
bezier_fixed_points.append(self._transform_point(segment.point_b))
|
|
|
|
old_point = bezier_fixed_points[0]
|
|
for point in bezier_curve_range(int(len(bezier_fixed_points) * 2), bezier_fixed_points):
|
|
scene.addLine(old_point[0], old_point[1], point[0], point[1], pen=pen)
|
|
old_point = point
|
|
|
|
def scene_create_lines_for_cp(self, cp: ControlPoint, playerColor, enemyColor):
|
|
scene = self.scene()
|
|
for connected_cp in cp.connected_points:
|
|
pos2 = self._transform_point(connected_cp.position)
|
|
if not cp.captured:
|
|
color = CONST.COLORS["dark_"+enemyColor]
|
|
else:
|
|
color = CONST.COLORS["dark_"+playerColor]
|
|
pen = QPen(brush=color)
|
|
pen.setColor(color)
|
|
pen.setWidth(6)
|
|
frontline = FrontLine(cp, connected_cp, self.game.theater)
|
|
if cp.captured and not connected_cp.captured and Conflict.has_frontline_between(cp, connected_cp):
|
|
if DisplayOptions.actual_frontline_pos:
|
|
self.draw_actual_frontline(frontline, scene, pen)
|
|
else:
|
|
self.draw_frontline_approximation(frontline, scene, pen)
|
|
else:
|
|
self.draw_bezier_frontline(scene, pen, frontline)
|
|
|
|
def draw_frontline_approximation(self, frontline: FrontLine, scene: QGraphicsScene, pen: QPen) -> None:
|
|
posx = frontline.position
|
|
h = frontline.attack_heading
|
|
pos2 = self._transform_point(posx)
|
|
self.draw_bezier_frontline(scene, pen, frontline)
|
|
p1 = point_from_heading(pos2[0], pos2[1], h+180, 25)
|
|
p2 = point_from_heading(pos2[0], pos2[1], h, 25)
|
|
scene.addItem(
|
|
QFrontLine(
|
|
p1[0],
|
|
p1[1],
|
|
p2[0],
|
|
p2[1],
|
|
frontline,
|
|
self.game_model
|
|
)
|
|
)
|
|
|
|
def draw_actual_frontline(self, frontline: FrontLine, scene: QGraphicsScene, pen: QPen) -> None:
|
|
self.draw_bezier_frontline(scene, pen, frontline)
|
|
vector = Conflict.frontline_vector(
|
|
frontline.control_point_a,
|
|
frontline.control_point_b,
|
|
self.game.theater
|
|
)
|
|
left_pos = self._transform_point(vector[0])
|
|
right_pos = self._transform_point(
|
|
vector[0].point_from_heading(vector[1], vector[2])
|
|
)
|
|
scene.addItem(
|
|
QFrontLine(
|
|
left_pos[0],
|
|
left_pos[1],
|
|
right_pos[0],
|
|
right_pos[1],
|
|
frontline,
|
|
self.game_model
|
|
)
|
|
)
|
|
|
|
def draw_scale(self, scale_distance_nm=20, number_of_points=4):
|
|
|
|
PADDING = 14
|
|
POS_X = 0
|
|
POS_Y = 10
|
|
BIG_LINE = 5
|
|
SMALL_LINE = 2
|
|
|
|
dist = self.distance_to_pixels(nautical_miles(scale_distance_nm))
|
|
self.scene().addRect(POS_X, POS_Y-PADDING, PADDING*2 + dist, BIG_LINE*2+3*PADDING, pen=CONST.COLORS["black"], brush=CONST.COLORS["black"])
|
|
l = self.scene().addLine(POS_X + PADDING, POS_Y + BIG_LINE*2, POS_X + PADDING + dist, POS_Y + BIG_LINE*2)
|
|
|
|
text = self.scene().addText("0nm", font=QFont("Trebuchet MS", 6, weight=5, italic=False))
|
|
text.setPos(POS_X, POS_Y + BIG_LINE*2)
|
|
text.setDefaultTextColor(Qt.white)
|
|
|
|
text2 = self.scene().addText(str(scale_distance_nm) + "nm", font=QFont("Trebuchet MS", 6, weight=5, italic=False))
|
|
text2.setPos(POS_X + dist, POS_Y + BIG_LINE * 2)
|
|
text2.setDefaultTextColor(Qt.white)
|
|
|
|
l.setPen(CONST.COLORS["white"])
|
|
for i in range(number_of_points+1):
|
|
d = float(i)/float(number_of_points)
|
|
if i == 0 or i == number_of_points:
|
|
h = BIG_LINE
|
|
else:
|
|
h = SMALL_LINE
|
|
|
|
l = self.scene().addLine(POS_X + PADDING + d * dist, POS_Y + BIG_LINE*2, POS_X + PADDING + d * dist, POS_Y + BIG_LINE - h)
|
|
l.setPen(CONST.COLORS["white"])
|
|
|
|
def wheelEvent(self, event: QWheelEvent):
|
|
if event.angleDelta().y() > 0:
|
|
factor = 1.25
|
|
self._zoom += 1
|
|
if self._zoom < 10:
|
|
self.scale(factor, factor)
|
|
self.factorized *= factor
|
|
else:
|
|
self._zoom = 9
|
|
else:
|
|
factor = 0.8
|
|
self._zoom -= 1
|
|
if self._zoom > -5:
|
|
self.scale(factor, factor)
|
|
self.factorized *= factor
|
|
else:
|
|
self._zoom = -4
|
|
|
|
@staticmethod
|
|
def _transpose_point(p: Point) -> Point:
|
|
return Point(p.y, p.x)
|
|
|
|
def _scaling_factor(self) -> Point:
|
|
point_a = self.game.theater.reference_points[0]
|
|
point_b = self.game.theater.reference_points[1]
|
|
|
|
world_distance = self._transpose_point(
|
|
point_b.world_coordinates - point_a.world_coordinates)
|
|
image_distance = point_b.image_coordinates - point_a.image_coordinates
|
|
|
|
x_scale = image_distance.x / world_distance.x
|
|
y_scale = image_distance.y / world_distance.y
|
|
return Point(x_scale, y_scale)
|
|
|
|
# TODO: Move this and its inverse into ConflictTheater.
|
|
def _transform_point(self, world_point: Point) -> Tuple[float, float]:
|
|
"""Transforms world coordinates to image coordinates.
|
|
|
|
World coordinates are transposed. X increases toward the North, Y
|
|
increases toward the East. The origin point depends on the map.
|
|
|
|
Image coordinates originate from the top left. X increases to the right,
|
|
Y increases toward the bottom.
|
|
|
|
The two points should be as distant as possible in both latitude and
|
|
logitude, and tuning the reference points will be simpler if they are in
|
|
geographically recognizable locations. For example, the Caucasus map is
|
|
aligned using the first point on Gelendzhik and the second on Batumi.
|
|
|
|
The distances between each point are computed and a scaling factor is
|
|
determined from that. The given point is then offset from the first
|
|
point using the scaling factor.
|
|
|
|
X is latitude, increasing northward.
|
|
Y is longitude, increasing eastward.
|
|
"""
|
|
point_a = self.game.theater.reference_points[0]
|
|
scale = self._scaling_factor()
|
|
|
|
offset = self._transpose_point(point_a.world_coordinates - world_point)
|
|
scaled = Point(offset.x * scale.x, offset.y * scale.y)
|
|
transformed = point_a.image_coordinates - scaled
|
|
return transformed.x, transformed.y
|
|
|
|
def _scene_to_dcs_coords(self, scene_point: Point) -> Point:
|
|
point_a = self.game.theater.reference_points[0]
|
|
scale = self._scaling_factor()
|
|
|
|
offset = point_a.image_coordinates - scene_point
|
|
scaled = self._transpose_point(
|
|
Point(offset.x / scale.x, offset.y / scale.y))
|
|
return point_a.world_coordinates - scaled
|
|
|
|
def distance_to_pixels(self, distance: Distance) -> int:
|
|
p1 = Point(0, 0)
|
|
p2 = Point(0, distance.meters)
|
|
p1a = Point(*self._transform_point(p1))
|
|
p2a = Point(*self._transform_point(p2))
|
|
return int(p1a.distance_to_point(p2a))
|
|
|
|
def highlight_color(self, transparent: Optional[bool] = False) -> QColor:
|
|
return QColor(255, 255, 0, 20 if transparent else 255)
|
|
|
|
def base_faction_color_name(self, player: bool) -> str:
|
|
if player:
|
|
return self.game.get_player_color()
|
|
else:
|
|
return self.game.get_enemy_color()
|
|
|
|
def waypoint_pen(self, player: bool, selected: bool) -> QColor:
|
|
if selected and DisplayOptions.flight_paths.all:
|
|
return self.highlight_color()
|
|
name = self.base_faction_color_name(player)
|
|
return CONST.COLORS[name]
|
|
|
|
def waypoint_brush(self, player: bool, selected: bool) -> QColor:
|
|
if selected and DisplayOptions.flight_paths.all:
|
|
return self.highlight_color(transparent=True)
|
|
name = self.base_faction_color_name(player)
|
|
return CONST.COLORS[f"{name}_transparent"]
|
|
|
|
def threat_pen(self, player: bool) -> QPen:
|
|
color = "blue" if player else "red"
|
|
return QPen(CONST.COLORS[color])
|
|
|
|
def detection_pen(self, player: bool) -> QPen:
|
|
color = "purple" if player else "yellow"
|
|
qpen = QPen(CONST.COLORS[color])
|
|
qpen.setStyle(Qt.DotLine)
|
|
return qpen
|
|
|
|
def flight_path_pen(self, player: bool, selected: bool) -> QPen:
|
|
if selected and DisplayOptions.flight_paths.all:
|
|
return self.highlight_color()
|
|
|
|
name = self.base_faction_color_name(player)
|
|
color = CONST.COLORS[name]
|
|
pen = QPen(brush=color)
|
|
pen.setColor(color)
|
|
pen.setWidth(1)
|
|
pen.setStyle(Qt.DashDotLine)
|
|
return pen
|
|
|
|
def addBackground(self):
|
|
scene = self.scene()
|
|
|
|
if not DisplayOptions.map_poly:
|
|
bg = QPixmap("./resources/" + self.game.theater.overview_image)
|
|
scene.addPixmap(bg)
|
|
|
|
# Apply graphical effects to simulate current daytime
|
|
if self.game.current_turn_time_of_day == TimeOfDay.Day:
|
|
pass
|
|
elif self.game.current_turn_time_of_day == TimeOfDay.Night:
|
|
ov = QPixmap(bg.width(), bg.height())
|
|
ov.fill(CONST.COLORS["night_overlay"])
|
|
overlay = scene.addPixmap(ov)
|
|
effect = QGraphicsOpacityEffect()
|
|
effect.setOpacity(0.7)
|
|
overlay.setGraphicsEffect(effect)
|
|
else:
|
|
ov = QPixmap(bg.width(), bg.height())
|
|
ov.fill(CONST.COLORS["dawn_dust_overlay"])
|
|
overlay = scene.addPixmap(ov)
|
|
effect = QGraphicsOpacityEffect()
|
|
effect.setOpacity(0.3)
|
|
overlay.setGraphicsEffect(effect)
|
|
|
|
if DisplayOptions.map_poly or self.reference_point_setup_mode:
|
|
# Polygon display mode
|
|
if self.game.theater.landmap is not None:
|
|
|
|
for sea_zone in self.game.theater.landmap[2]:
|
|
print(sea_zone)
|
|
poly = QPolygonF([QPointF(*self._transform_point(Point(point[0], point[1]))) for point in sea_zone.exterior.coords])
|
|
if self.reference_point_setup_mode:
|
|
color = "sea_blue_transparent"
|
|
else:
|
|
color = "sea_blue"
|
|
scene.addPolygon(poly, CONST.COLORS[color], CONST.COLORS[color])
|
|
|
|
for inclusion_zone in self.game.theater.landmap[0]:
|
|
poly = QPolygonF([QPointF(*self._transform_point(Point(point[0], point[1]))) for point in inclusion_zone.exterior.coords])
|
|
if self.reference_point_setup_mode:
|
|
scene.addPolygon(poly, CONST.COLORS["grey_transparent"], CONST.COLORS["dark_grey_transparent"])
|
|
else:
|
|
scene.addPolygon(poly, CONST.COLORS["grey"], CONST.COLORS["dark_grey"])
|
|
|
|
for exclusion_zone in self.game.theater.landmap[1]:
|
|
poly = QPolygonF([QPointF(*self._transform_point(Point(point[0], point[1]))) for point in exclusion_zone.exterior.coords])
|
|
if self.reference_point_setup_mode:
|
|
scene.addPolygon(poly, CONST.COLORS["grey_transparent"], CONST.COLORS["dark_dark_grey_transparent"])
|
|
else:
|
|
scene.addPolygon(poly, CONST.COLORS["grey"], CONST.COLORS["dark_dark_grey"])
|
|
|
|
# Uncomment to display plan projection test
|
|
# self.projection_test()
|
|
self.draw_scale()
|
|
|
|
if self.reference_point_setup_mode:
|
|
for i, point in enumerate(self.game.theater.reference_points):
|
|
self.scene().addRect(
|
|
QRectF(point.image_coordinates.x, point.image_coordinates.y,
|
|
25, 25), pen=CONST.COLORS["red"],
|
|
brush=CONST.COLORS["red"])
|
|
text = self.scene().addText(
|
|
f"P{i} = {point.image_coordinates}",
|
|
font=QFont("Trebuchet MS", 14, weight=8, italic=False))
|
|
text.setDefaultTextColor(CONST.COLORS["red"])
|
|
text.setPos(point.image_coordinates.x + 26,
|
|
point.image_coordinates.y)
|
|
|
|
# Set to True to visually debug _transform_point.
|
|
draw_transformed = False
|
|
if draw_transformed:
|
|
x, y = self._transform_point(point.world_coordinates)
|
|
self.scene().addRect(
|
|
QRectF(x, y, 25, 25),
|
|
pen=CONST.COLORS["red"],
|
|
brush=CONST.COLORS["red"])
|
|
text = self.scene().addText(
|
|
f"P{i}' = {x}, {y}",
|
|
font=QFont("Trebuchet MS", 14, weight=8, italic=False))
|
|
text.setDefaultTextColor(CONST.COLORS["red"])
|
|
text.setPos(x + 26, y)
|
|
|
|
def projection_test(self):
|
|
for i in range(100):
|
|
for j in range(100):
|
|
x = i * 100.0
|
|
y = j * 100.0
|
|
original = Point(x, y)
|
|
proj = self._scene_to_dcs_coords(original)
|
|
unproj = self._transform_point(proj)
|
|
converted = Point(*unproj)
|
|
assert math.isclose(original.x, converted.x, abs_tol=0.00000001)
|
|
assert math.isclose(original.y, converted.y, abs_tol=0.00000001)
|
|
|
|
def setSelectedUnit(self, selected_cp: QMapControlPoint):
|
|
self.state = QLiberationMapState.MOVING_UNIT
|
|
self.selected_cp = selected_cp
|
|
position = self._transform_point(selected_cp.control_point.position)
|
|
self.movement_line = QtWidgets.QGraphicsLineItem(QLineF(QPointF(*position), QPointF(*position)))
|
|
self.scene().addItem(self.movement_line)
|
|
|
|
def is_valid_ship_pos(self, scene_position: Point) -> bool:
|
|
world_destination = self._scene_to_dcs_coords(scene_position)
|
|
distance = self.selected_cp.control_point.position.distance_to_point(
|
|
world_destination
|
|
)
|
|
if meters(distance) > MAX_SHIP_DISTANCE:
|
|
return False
|
|
return self.game.theater.is_in_sea(world_destination)
|
|
|
|
def sceneMouseMovedEvent(self, event: QGraphicsSceneMouseEvent):
|
|
if self.game is None:
|
|
return
|
|
|
|
mouse_position = Point(event.scenePos().x(), event.scenePos().y())
|
|
if self.state == QLiberationMapState.MOVING_UNIT:
|
|
self.setCursor(Qt.PointingHandCursor)
|
|
self.movement_line.setLine(
|
|
QLineF(self.movement_line.line().p1(), event.scenePos()))
|
|
|
|
if self.is_valid_ship_pos(mouse_position):
|
|
self.movement_line.setPen(CONST.COLORS["green"])
|
|
else:
|
|
self.movement_line.setPen(CONST.COLORS["red"])
|
|
|
|
mouse_world_pos = self._scene_to_dcs_coords(mouse_position)
|
|
if DisplayOptions.navmeshes.blue_navmesh:
|
|
self.highlight_mouse_navmesh(
|
|
self.scene(), self.game.blue_navmesh,
|
|
self._scene_to_dcs_coords(mouse_position))
|
|
if DisplayOptions.path_debug.shortest_path:
|
|
self.draw_shortest_path(self.scene(), self.game.blue_navmesh,
|
|
mouse_world_pos, player=True)
|
|
|
|
if DisplayOptions.navmeshes.red_navmesh:
|
|
self.highlight_mouse_navmesh(
|
|
self.scene(), self.game.red_navmesh, mouse_world_pos)
|
|
if DisplayOptions.path_debug.shortest_path:
|
|
self.draw_shortest_path(self.scene(), self.game.red_navmesh,
|
|
mouse_world_pos, player=False)
|
|
|
|
if DisplayOptions.path_debug.blue_tarcap:
|
|
self.draw_tarcap_plan(self.scene(), mouse_world_pos, player=True)
|
|
if DisplayOptions.path_debug.red_tarcap:
|
|
self.draw_tarcap_plan(self.scene(), mouse_world_pos, player=False)
|
|
|
|
def sceneMousePressEvent(self, event: QGraphicsSceneMouseEvent):
|
|
if self.state == QLiberationMapState.MOVING_UNIT:
|
|
if event.buttons() == Qt.RightButton:
|
|
pass
|
|
elif event.buttons() == Qt.LeftButton:
|
|
if self.selected_cp is not None:
|
|
# Set movement position for the cp
|
|
pos = event.scenePos()
|
|
point = Point(int(pos.x()), int(pos.y()))
|
|
proj = self._scene_to_dcs_coords(point)
|
|
|
|
if self.is_valid_ship_pos(point):
|
|
self.selected_cp.control_point.target_position = proj
|
|
else:
|
|
self.selected_cp.control_point.target_position = None
|
|
|
|
GameUpdateSignal.get_instance().updateGame(self.game_model.game)
|
|
else:
|
|
return
|
|
self.state = QLiberationMapState.NORMAL
|
|
try:
|
|
self.scene().removeItem(self.movement_line)
|
|
except:
|
|
pass
|
|
self.selected_cp = None |