dcs-retribution/qt_ui/widgets/map/QMapControlPoint.py
Dan Albert 2bd673a531 Don't allow operating on broken runways.
Doesn't allow helos or harriers to do it either even though they should
be able to because we don't currently support ground spawns, which would
be needed to prevent those aircraft from using the runway. Even then, I
don't know if they can be forced to *land* vertically.

Fixes https://github.com/Khopa/dcs_liberation/issues/432
2020-11-25 18:50:00 -08:00

96 lines
3.3 KiB
Python

from typing import Optional
from PySide2.QtGui import QColor, QPainter
from PySide2.QtWidgets import QAction, QMenu
import qt_ui.uiconstants as const
from game.theater import ControlPoint
from qt_ui.models import GameModel
from qt_ui.windows.basemenu.QBaseMenu2 import QBaseMenu2
from .QMapObject import QMapObject
from ...displayoptions import DisplayOptions
from ...windows.GameUpdateSignal import GameUpdateSignal
class QMapControlPoint(QMapObject):
def __init__(self, parent, x: float, y: float, w: float, h: float,
control_point: ControlPoint, game_model: GameModel) -> None:
super().__init__(x, y, w, h, mission_target=control_point)
self.game_model = game_model
self.control_point = control_point
self.parent = parent
self.setZValue(1)
self.setToolTip(self.control_point.name)
self.base_details_dialog: Optional[QBaseMenu2] = None
self.capture_action = QAction(
f"CHEAT: Capture {self.control_point.name}")
self.capture_action.triggered.connect(self.cheat_capture)
def paint(self, painter, option, widget=None) -> None:
if DisplayOptions.control_points:
painter.save()
painter.setRenderHint(QPainter.Antialiasing)
painter.setBrush(self.brush_color)
painter.setPen(self.pen_color)
if not self.control_point.runway_is_operational():
painter.setBrush(const.COLORS["black"])
painter.setPen(self.brush_color)
r = option.rect
painter.drawEllipse(r.x(), r.y(), r.width(), r.height())
# TODO: Draw sunk carriers differently.
# Either don't draw them at all, or perhaps use a sunk ship icon.
painter.restore()
@property
def brush_color(self) -> QColor:
if self.control_point.captured:
return const.COLORS["blue"]
else:
return const.COLORS["super_red"]
@property
def pen_color(self) -> QColor:
return const.COLORS["white"]
@property
def object_dialog_text(self) -> str:
if self.control_point.captured:
return "Open base menu"
else:
return "Open intel menu"
def on_click(self) -> None:
self.base_details_dialog = QBaseMenu2(
self.window(),
self.control_point,
self.game_model
)
self.base_details_dialog.show()
def add_context_menu_actions(self, menu: QMenu) -> None:
if self.control_point.is_fleet:
return
if self.control_point.captured:
return
for connected in self.control_point.connected_points:
if connected.captured:
menu.addAction(self.capture_action)
break
def cheat_capture(self) -> None:
self.control_point.capture(self.game_model.game, for_player=True)
# Reinitialized ground planners and the like.
self.game_model.game.initialize_turn()
GameUpdateSignal.get_instance().updateGame(self.game_model.game)
def open_new_package_dialog(self) -> None:
"""Extends the default packagedialog to redirect to base menu for red air base."""
if not self.control_point.captured:
self.on_click()
else:
super(QMapControlPoint, self).open_new_package_dialog()