dcs-retribution/qt_ui/windows/QWaitingForMissionResultWindow.py
Raffson b4b19d3ad5
Avoid claiming unused aircraft
Probably the final Fix #97
Unused aircraft (assigned upon takeoff) would get claimed but since it's not possible to delete those flights after aborting, these flights wouldn't get released anymore. This should fix that issue, including a migrator change to correct the number of claimed aircraft per squadron.
2023-05-01 18:12:17 +02:00

242 lines
8.5 KiB
Python

from __future__ import annotations
import logging
from pathlib import Path
from typing import Optional
from PySide2 import QtCore
from PySide2.QtCore import QObject, Signal
from PySide2.QtGui import QIcon, QMovie, QPixmap
from PySide2.QtWidgets import (
QDialog,
QFileDialog,
QGridLayout,
QGroupBox,
QHBoxLayout,
QLabel,
QPushButton,
QTextBrowser,
QWidget,
)
from jinja2 import Environment, FileSystemLoader, select_autoescape
from game import Game
from game.debriefing import Debriefing
from game.profiling import logged_duration
from qt_ui.simcontroller import SimController
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
class DebriefingFileWrittenSignal(QObject):
instance = None
debriefingReceived = Signal(Debriefing)
def __init__(self):
super(DebriefingFileWrittenSignal, self).__init__()
DebriefingFileWrittenSignal.instance = self
def sendDebriefing(self, debriefing: Debriefing):
self.debriefingReceived.emit(debriefing)
@staticmethod
def get_instance() -> DebriefingFileWrittenSignal:
return DebriefingFileWrittenSignal.instance
DebriefingFileWrittenSignal()
class QWaitingForMissionResultWindow(QDialog):
def __init__(
self,
game: Game,
sim_controller: SimController,
parent: Optional[QWidget] = None,
) -> None:
super(QWaitingForMissionResultWindow, self).__init__(parent=parent)
self.setWindowModality(QtCore.Qt.WindowModal)
self.game = game
self.sim_controller = sim_controller
self.setWindowTitle("Waiting for mission completion.")
self.setWindowIcon(QIcon("./resources/icon.png"))
self.setMinimumHeight(570)
self.initUi()
DebriefingFileWrittenSignal.get_instance().debriefingReceived.connect(
self.updateLayout
)
self.wait_thread = sim_controller.wait_for_debriefing(
lambda debriefing: self.on_debriefing_update(debriefing)
)
def initUi(self):
self.layout = QGridLayout()
header = QLabel(self)
header.setGeometry(0, 0, 655, 106)
pixmap = QPixmap("./resources/ui/conflict.png")
header.setPixmap(pixmap)
self.layout.addWidget(header, 0, 0)
self.gridLayout = QGridLayout()
jinja = Environment(
loader=FileSystemLoader("resources/ui/templates"),
autoescape=select_autoescape(
disabled_extensions=("",),
default_for_string=True,
default=True,
),
trim_blocks=True,
lstrip_blocks=True,
)
self.instructions_text = QTextBrowser()
self.instructions_text.setHtml(
jinja.get_template("mission_start_EN.j2").render()
)
self.instructions_text.setOpenExternalLinks(True)
self.gridLayout.addWidget(self.instructions_text, 1, 0)
progress = QLabel("")
progress.setAlignment(QtCore.Qt.AlignCenter)
progress_bar = QMovie("./resources/ui/loader.gif")
progress.setMovie(progress_bar)
self.actions = QGroupBox("Actions :")
self.actions_layout = QHBoxLayout()
self.actions.setLayout(self.actions_layout)
self.manually_submit = QPushButton("Manually Submit [Advanced users]")
self.manually_submit.clicked.connect(self.submit_manually)
self.actions_layout.addWidget(self.manually_submit)
self.cancel = QPushButton("Abort mission")
self.cancel.clicked.connect(self.reset_game_state)
self.actions_layout.addWidget(self.cancel)
self.gridLayout.addWidget(self.actions, 2, 0)
self.actions2 = QGroupBox("Actions :")
self.actions2_layout = QHBoxLayout()
self.actions2.setLayout(self.actions2_layout)
self.manually_submit2 = QPushButton("Manually Submit [Advanced users]")
self.manually_submit2.clicked.connect(self.submit_manually)
self.actions2_layout.addWidget(self.manually_submit2)
self.cancel2 = QPushButton("Abort mission")
self.cancel2.clicked.connect(self.reset_game_state)
self.actions2_layout.addWidget(self.cancel2)
self.proceed = QPushButton("Accept results")
self.proceed.setProperty("style", "btn-success")
self.proceed.clicked.connect(self.process_debriefing)
self.actions2_layout.addWidget(self.proceed)
progress_bar.start()
self.layout.addLayout(self.gridLayout, 1, 0)
self.setLayout(self.layout)
@staticmethod
def add_update_row(description: str, count: int, layout: QGridLayout) -> None:
row = layout.rowCount()
layout.addWidget(QLabel(f"<b>{description}</b>"), row, 0)
layout.addWidget(QLabel(f"{count}"), row, 1)
def updateLayout(self, debriefing: Debriefing) -> None:
updateBox = QGroupBox("Mission status")
update_layout = QGridLayout()
updateBox.setLayout(update_layout)
self.debriefing = debriefing
self.add_update_row(
"Aircraft destroyed", len(list(debriefing.air_losses.losses)), update_layout
)
self.add_update_row(
"Front line units destroyed",
len(list(debriefing.front_line_losses)),
update_layout,
)
self.add_update_row(
"Convoy units destroyed", len(list(debriefing.convoy_losses)), update_layout
)
self.add_update_row(
"Shipping cargo destroyed",
len(list(debriefing.cargo_ship_losses)),
update_layout,
)
self.add_update_row(
"Airlift cargo destroyed",
sum(len(loss.cargo) for loss in debriefing.airlift_losses),
update_layout,
)
self.add_update_row(
"Ground Objects destroyed",
len(list(debriefing.ground_object_losses)),
update_layout,
)
self.add_update_row(
"Scenery Objects destroyed",
len(list(debriefing.scenery_object_losses)),
update_layout,
)
self.add_update_row(
"Base capture events", len(debriefing.base_captures), update_layout
)
# Clear previous content of the window
for i in reversed(range(self.gridLayout.count())):
try:
self.gridLayout.itemAt(i).widget().setParent(None)
except:
logging.exception("Failed to clear window")
# Set new window content
self.gridLayout.addWidget(updateBox, 0, 0)
if not debriefing.state_data.mission_ended:
self.gridLayout.addWidget(QLabel("<b>Mission is being played</b>"), 1, 0)
self.gridLayout.addWidget(self.actions, 2, 0)
else:
self.gridLayout.addWidget(QLabel("<b>Mission is over</b>"), 1, 0)
self.gridLayout.addWidget(self.actions2, 2, 0)
def on_debriefing_update(self, debriefing: Debriefing) -> None:
try:
logging.info("On Debriefing update")
logging.debug(debriefing)
DebriefingFileWrittenSignal.get_instance().sendDebriefing(debriefing)
except Exception:
logging.exception("Got an error while sending debriefing")
if not debriefing.state_data.mission_ended:
# Wait for more changes
self.wait_thread = self.sim_controller.wait_for_debriefing(
lambda d: self.on_debriefing_update(d)
)
def process_debriefing(self):
with logged_duration("Turn processing"):
self.sim_controller.process_results(self.debriefing)
self.game.pass_turn()
GameUpdateSignal.get_instance().sendDebriefing(self.debriefing)
GameUpdateSignal.get_instance().updateGame(self.game)
self.close()
def closeEvent(self, evt):
super(QWaitingForMissionResultWindow, self).closeEvent(evt)
if self.wait_thread is not None:
self.wait_thread.stop()
def submit_manually(self):
file = QFileDialog.getOpenFileName(
self, "Select game file to open", filter="json(*.json)", dir="."
)
if file[0] != "":
logging.debug("Processing manually submitted %s", file[0])
# Stop the current waiting thread as we manually submit the results
self.wait_thread.stop()
self.on_debriefing_update(
self.sim_controller.debrief_current_state(Path(file[0]), force_end=True)
)
def reset_game_state(self):
self.sim_controller.set_game(self.game)
GameUpdateSignal.get_instance().updateGame(self.game)
self.close()