dcs-retribution/qt_ui/widgets/map/QLiberationMap.py
Dan Albert bff905fae5 Use navmeshes to improve TARCAP flight plans.
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
2020-12-23 17:09:34 -08:00

1082 lines
44 KiB
Python

from __future__ import annotations
import datetime
import logging
import math
from functools import singledispatchmethod
from typing import Iterable, Iterator, List, Optional, Tuple
from PySide2 import QtCore, QtWidgets
from PySide2.QtCore import QLineF, QPointF, QRectF, Qt
from PySide2.QtGui import (
QBrush,
QColor,
QFont,
QPen,
QPixmap,
QPolygonF,
QWheelEvent,
)
from PySide2.QtWidgets import (
QFrame,
QGraphicsItem,
QGraphicsOpacityEffect,
QGraphicsScene,
QGraphicsSceneMouseEvent,
QGraphicsView,
)
from dcs import Point
from dcs.planes import F_16C_50
from dcs.mapping import point_from_heading
from shapely.geometry import (
LineString,
MultiPolygon,
Point as ShapelyPoint,
Polygon,
)
import qt_ui.uiconstants as CONST
from game import Game, db
from game.navmesh import NavMesh
from game.theater import ControlPoint, Enum
from game.theater.conflicttheater import FrontLine, ReferencePoint
from game.theater.theatergroundobject import (
TheaterGroundObject,
)
from game.utils import Distance, meters, nautical_miles
from game.weather import TimeOfDay
from gen import Conflict, Package
from gen.flights.flight import (
Flight,
FlightType,
FlightWaypoint,
FlightWaypointType,
)
from gen.flights.flightplan import FlightPlan, FlightPlanBuilder
from qt_ui.displayoptions import DisplayOptions, ThreatZoneOptions
from qt_ui.models import GameModel
from qt_ui.widgets.map.QFrontLine import QFrontLine
from qt_ui.widgets.map.QLiberationScene import QLiberationScene
from qt_ui.widgets.map.QMapControlPoint import QMapControlPoint
from qt_ui.widgets.map.QMapGroundObject import QMapGroundObject
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
MAX_SHIP_DISTANCE = nautical_miles(80)
def binomial(i: int, n: int) -> float:
"""Binomial coefficient"""
return math.factorial(n) / float(
math.factorial(i) * math.factorial(n - i))
def bernstein(t: float, i: int, n: int) -> float:
"""Bernstein polynom"""
return binomial(i, n) * (t ** i) * ((1 - t) ** (n - i))
def bezier(t: float, points: Iterable[Tuple[float, float]]) -> Tuple[float, float]:
"""Calculate coordinate of a point in the bezier curve"""
n = len(points) - 1
x = y = 0
for i, pos in enumerate(points):
bern = bernstein(t, i, n)
x += pos[0] * bern
y += pos[1] * bern
return x, y
def bezier_curve_range(n: int, points: Iterable[Tuple[float, float]]) -> Iterator[Tuple[float, float]]:
"""Range of points in a curve bezier"""
for i in range(n):
t = i / float(n - 1)
yield bezier(t, points)
class QLiberationMapState(Enum):
NORMAL = 0
MOVING_UNIT = 1
class QLiberationMap(QGraphicsView):
WAYPOINT_SIZE = 4
reference_point_setup_mode = False
instance: Optional[QLiberationMap] = None
def __init__(self, game_model: GameModel):
super(QLiberationMap, self).__init__()
QLiberationMap.instance = self
self.game_model = game_model
self.game: Optional[Game] = game_model.game
self.state = QLiberationMapState.NORMAL
self.waypoint_info_font = QFont()
self.waypoint_info_font.setPointSize(12)
self.flight_path_items: List[QGraphicsItem] = []
# A tuple of (package index, flight index), or none.
self.selected_flight: Optional[Tuple[int, int]] = None
self.setMinimumSize(800, 600)
self.setMaximumHeight(2160)
self._zoom = 0
self.factor = 1
self.factorized = 1
self.init_scene()
self.setGame(game_model.game)
# Object displayed when unit is selected
self.movement_line = QtWidgets.QGraphicsLineItem(QtCore.QLineF(QPointF(0,0),QPointF(0,0)))
self.movement_line.setPen(QPen(CONST.COLORS["orange"], width=10.0))
self.selected_cp: QMapControlPoint = None
GameUpdateSignal.get_instance().flight_paths_changed.connect(
lambda: self.draw_flight_plans(self.scene())
)
def update_package_selection(index: int) -> None:
# Optional[int] isn't a valid type for a Qt signal. None will be
# converted to zero automatically. We use -1 to indicate no
# selection.
if index == -1:
self.selected_flight = None
else:
self.selected_flight = index, 0
self.draw_flight_plans(self.scene())
GameUpdateSignal.get_instance().package_selection_changed.connect(
update_package_selection
)
def update_flight_selection(index: int) -> None:
if self.selected_flight is None:
if index != -1:
# We don't know what order update_package_selection and
# update_flight_selection will be called in when the last
# package is removed. If no flight is selected, it's not a
# problem to also have no package selected.
logging.error(
"Flight was selected with no package selected")
return
# Optional[int] isn't a valid type for a Qt signal. None will be
# converted to zero automatically. We use -1 to indicate no
# selection.
if index == -1:
self.selected_flight = self.selected_flight[0], None
self.selected_flight = self.selected_flight[0], index
self.draw_flight_plans(self.scene())
GameUpdateSignal.get_instance().flight_selection_changed.connect(
update_flight_selection
)
self.nm_to_pixel_ratio: int = 0
self.navmesh_highlight: Optional[QPolygonF] = None
self.shortest_path_segments: List[QLineF] = []
def init_scene(self):
scene = QLiberationScene(self)
self.setScene(scene)
self.setTransformationAnchor(QGraphicsView.AnchorUnderMouse)
self.setResizeAnchor(QGraphicsView.AnchorUnderMouse)
self.setBackgroundBrush(QBrush(QColor(30, 30, 30)))
self.setFrameShape(QFrame.NoFrame)
self.setDragMode(QGraphicsView.ScrollHandDrag)
def setGame(self, game: Optional[Game]):
self.game = game
if self.game is not None:
logging.debug("Reloading Map Canvas")
self.nm_to_pixel_ratio = self.distance_to_pixels(nautical_miles(1))
self.reload_scene()
"""
Uncomment to set up theather reference points"""
def keyPressEvent(self, event):
modifiers = QtWidgets.QApplication.keyboardModifiers()
if not self.reference_point_setup_mode:
if modifiers == QtCore.Qt.ShiftModifier and event.key() == QtCore.Qt.Key_R:
self.reference_point_setup_mode = True
self.reload_scene()
else:
super(QLiberationMap, self).keyPressEvent(event)
else:
if modifiers == QtCore.Qt.ShiftModifier and event.key() == QtCore.Qt.Key_R:
self.reference_point_setup_mode = False
self.reload_scene()
else:
distance = 1
modifiers = int(event.modifiers())
if modifiers & QtCore.Qt.ShiftModifier:
distance *= 10
elif modifiers & QtCore.Qt.ControlModifier:
distance *= 100
if event.key() == QtCore.Qt.Key_Down:
self.update_reference_point(
self.game.theater.reference_points[0],
Point(0, distance))
if event.key() == QtCore.Qt.Key_Up:
self.update_reference_point(
self.game.theater.reference_points[0],
Point(0, -distance))
if event.key() == QtCore.Qt.Key_Left:
self.update_reference_point(
self.game.theater.reference_points[0],
Point(-distance, 0))
if event.key() == QtCore.Qt.Key_Right:
self.update_reference_point(
self.game.theater.reference_points[0],
Point(distance, 0))
if event.key() == QtCore.Qt.Key_S:
self.update_reference_point(
self.game.theater.reference_points[1],
Point(0, distance))
if event.key() == QtCore.Qt.Key_W:
self.update_reference_point(
self.game.theater.reference_points[1],
Point(0, -distance))
if event.key() == QtCore.Qt.Key_A:
self.update_reference_point(
self.game.theater.reference_points[1],
Point(-distance, 0))
if event.key() == QtCore.Qt.Key_D:
self.update_reference_point(
self.game.theater.reference_points[1],
Point(distance, 0))
logging.debug(
f"Reference points: {self.game.theater.reference_points}")
self.reload_scene()
@staticmethod
def update_reference_point(point: ReferencePoint, change: Point) -> None:
point.image_coordinates += change
@staticmethod
def aa_ranges(ground_object: TheaterGroundObject) -> Tuple[int, int]:
detection_range = 0
threat_range = 0
for g in ground_object.groups:
for u in g.units:
unit = db.unit_type_from_name(u.type)
if unit is None:
logging.error(f"Unknown unit type {u.type}")
continue
# Some units in pydcs have detection_range and threat_range
# defined, but explicitly set to None.
unit_detection_range = getattr(unit, "detection_range", None)
if unit_detection_range is not None:
detection_range = max(detection_range, unit_detection_range)
unit_threat_range = getattr(unit, "threat_range", None)
if unit_threat_range is not None:
threat_range = max(threat_range, unit_threat_range)
return detection_range, threat_range
def display_culling(self, scene: QGraphicsScene) -> None:
"""Draws the culling distance rings on the map"""
culling_points = self.game_model.game.get_culling_points()
culling_distance = self.game_model.game.settings.perf_culling_distance
for point in culling_points:
culling_distance_point = Point(point.x + culling_distance*1000, point.y + culling_distance*1000)
distance_point = self._transform_point(culling_distance_point)
transformed = self._transform_point(point)
radius = distance_point[0] - transformed[0]
scene.addEllipse(transformed[0]-radius, transformed[1]-radius, 2*radius, 2*radius, CONST.COLORS["transparent"], CONST.COLORS["light_green_transparent"])
def draw_shapely_poly(self, scene: QGraphicsScene, poly: Polygon, pen: QPen,
brush: QBrush) -> Optional[QPolygonF]:
if poly.is_empty:
return None
points = []
for x, y in poly.exterior.coords:
x, y = self._transform_point(Point(x, y))
points.append(QPointF(x, y))
return scene.addPolygon(QPolygonF(points), pen, brush)
def draw_threat_zone(self, scene: QGraphicsScene, poly: Polygon,
player: bool) -> None:
if player:
brush = QColor(0, 132, 255, 100)
else:
brush = QColor(227, 32, 0, 100)
self.draw_shapely_poly(scene, poly, CONST.COLORS["transparent"], brush)
def display_threat_zones(self, scene: QGraphicsScene,
options: ThreatZoneOptions, player: bool) -> None:
"""Draws the threat zones on the map."""
threat_zones = self.game.threat_zone_for(player)
if options.all:
threat_poly = threat_zones.all
elif options.aircraft:
threat_poly = threat_zones.airbases
elif options.air_defenses:
threat_poly = threat_zones.air_defenses
else:
return
if isinstance(threat_poly, MultiPolygon):
polys = threat_poly.geoms
else:
polys = [threat_poly]
for poly in polys:
self.draw_threat_zone(scene, poly, player)
def draw_navmesh_neighbor_line(self, scene: QGraphicsScene, poly: Polygon,
begin: ShapelyPoint) -> None:
vertex = Point(begin.x, begin.y)
centroid = poly.centroid
direction = Point(centroid.x, centroid.y)
end = vertex.point_from_heading(vertex.heading_between_point(direction),
nautical_miles(2).meters)
scene.addLine(QLineF(QPointF(*self._transform_point(vertex)),
QPointF(*self._transform_point(end))),
CONST.COLORS["yellow"])
@singledispatchmethod
def draw_navmesh_border(self, intersection, scene: QGraphicsScene,
poly: Polygon) -> None:
raise NotImplementedError("draw_navmesh_border not implemented for %s",
intersection.__class__.__name__)
@draw_navmesh_border.register
def draw_navmesh_point_border(self, intersection: ShapelyPoint,
scene: QGraphicsScene, poly: Polygon) -> None:
# Draw a line from the vertex toward the center of the polygon.
self.draw_navmesh_neighbor_line(scene, poly, intersection)
@draw_navmesh_border.register
def draw_navmesh_edge_border(self, intersection: LineString,
scene: QGraphicsScene, poly: Polygon) -> None:
# Draw a line from the center of the edge toward the center of the
# polygon.
edge_center = intersection.interpolate(0.5, normalized=True)
self.draw_navmesh_neighbor_line(scene, poly, edge_center)
def display_navmesh(self, scene: QGraphicsScene, player: bool) -> None:
for navpoly in self.game.navmesh_for(player).polys:
self.draw_shapely_poly(scene, navpoly.poly, CONST.COLORS["black"],
CONST.COLORS["transparent"])
position = self._transform_point(
Point(navpoly.poly.centroid.x, navpoly.poly.centroid.y))
text = scene.addSimpleText(f"Navmesh {navpoly.ident}",
self.waypoint_info_font)
text.setBrush(QColor(255, 255, 255))
text.setPen(QColor(255, 255, 255))
text.moveBy(position[0] + 8, position[1])
text.setZValue(2)
for border in navpoly.neighbors.values():
self.draw_navmesh_border(border, scene, navpoly.poly)
def highlight_mouse_navmesh(self, scene: QGraphicsScene, navmesh: NavMesh,
mouse_position: Point) -> None:
if self.navmesh_highlight is not None:
try:
scene.removeItem(self.navmesh_highlight)
except RuntimeError:
pass
navpoly = navmesh.localize(mouse_position)
if navpoly is None:
return
self.navmesh_highlight = self.draw_shapely_poly(
scene, navpoly.poly, CONST.COLORS["transparent"],
CONST.COLORS["light_green_transparent"])
def draw_shortest_path(self, scene: QGraphicsScene, navmesh: NavMesh,
destination: Point, player: bool) -> None:
for line in self.shortest_path_segments:
try:
scene.removeItem(line)
except RuntimeError:
pass
if player:
origin = self.game.theater.player_points()[0]
else:
origin = self.game.theater.enemy_points()[0]
prev_pos = self._transform_point(origin.position)
try:
path = navmesh.shortest_path(origin.position, destination)
except ValueError:
return
for waypoint in path[1:]:
new_pos = self._transform_point(waypoint)
flight_path_pen = self.flight_path_pen(player, selected=True)
# Draw the line to the *middle* of the waypoint.
offset = self.WAYPOINT_SIZE // 2
self.shortest_path_segments.append(scene.addLine(
prev_pos[0] + offset, prev_pos[1] + offset,
new_pos[0] + offset, new_pos[1] + offset,
flight_path_pen
))
self.shortest_path_segments.append(scene.addEllipse(
new_pos[0], new_pos[1], self.WAYPOINT_SIZE,
self.WAYPOINT_SIZE, flight_path_pen, flight_path_pen
))
prev_pos = new_pos
def draw_tarcap_plan(self, scene: QGraphicsScene, point_near_target: Point,
player: bool) -> None:
for line in self.shortest_path_segments:
try:
scene.removeItem(line)
except RuntimeError:
pass
self.clear_flight_paths(scene)
target = self.game.theater.closest_target(point_near_target)
if player:
origin = self.game.theater.player_points()[0]
else:
origin = self.game.theater.enemy_points()[0]
package = Package(target)
flight = Flight(package, F_16C_50, 2, FlightType.TARCAP,
start_type="Warm", departure=origin, arrival=origin,
divert=None)
package.add_flight(flight)
planner = FlightPlanBuilder(self.game, package, is_player=player)
planner.populate_flight_plan(flight)
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