mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
- completly refactored the way TGO handles groups and replaced the usage of the pydcs ground groups (vehicle, ship, static) with an own Group and Unit class. - this allows us to only take care of dcs group generation during miz generation, where it should have always been. - We can now have any type of unit (even statics) in the same logic ground group we handle in liberation. this is independent from the dcs group handling. the dcs group will only be genarted when takeoff is pressed. - Refactored the unitmap and the scenery object handling to adopt to changes that now TGOs can hold all Units we want. - Cleaned up many many many lines of uneeded hacks to build stuff around dcs groups. - Removed IDs for TGOs as the names we generate are unique and for liberation to work we need no ids. Unique IDs for dcs will be generated for the units and groups only.
178 lines
7.5 KiB
Python
178 lines
7.5 KiB
Python
from PySide2.QtGui import QStandardItem, QStandardItemModel
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from game import Game
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from game.theater import ControlPointType, BuildingGroundObject
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from game.theater.theatergroundobject import IadsGroundObject
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from game.utils import Distance
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from game.missiongenerator.frontlineconflictdescription import (
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FrontLineConflictDescription,
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)
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from game.ato.flightwaypointtype import FlightWaypointType
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from game.ato.flightwaypoint import FlightWaypoint
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from qt_ui.widgets.combos.QFilteredComboBox import QFilteredComboBox
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class QPredefinedWaypointSelectionComboBox(QFilteredComboBox):
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def __init__(
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self,
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game: Game,
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parent=None,
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include_targets=True,
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include_airbases=True,
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include_frontlines=True,
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include_units=True,
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include_enemy=True,
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include_friendly=True,
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):
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super(QPredefinedWaypointSelectionComboBox, self).__init__(parent)
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self.game = game
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self.include_targets = include_targets
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self.include_airbases = include_airbases
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self.include_frontlines = include_frontlines
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self.include_units = include_units
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self.include_enemy = include_enemy
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self.include_friendly = include_friendly
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self.find_possible_waypoints()
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def get_selected_waypoints(self, include_all_from_same_location=False):
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n = self.currentText()
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first_waypoint = None
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for w in self.wpts:
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if w.pretty_name == n:
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first_waypoint = w
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break
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if first_waypoint is None:
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return []
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waypoints = [first_waypoint]
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if include_all_from_same_location:
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for w in self.wpts:
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if (
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w is not first_waypoint
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and w.obj_name
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and w.obj_name == first_waypoint.obj_name
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):
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waypoints.append(w)
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return waypoints
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def find_possible_waypoints(self):
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self.wpts = []
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model = QStandardItemModel()
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i = 0
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def add_model_item(i, model, name, wpt):
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item = QStandardItem(name)
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model.setItem(i, 0, item)
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self.wpts.append(wpt)
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return i + 1
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if self.include_frontlines:
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for front_line in self.game.theater.conflicts():
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pos = FrontLineConflictDescription.frontline_position(
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front_line, self.game.theater
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)[0]
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wpt = FlightWaypoint(
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FlightWaypointType.CUSTOM,
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pos.x,
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pos.y,
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Distance.from_meters(800),
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)
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wpt.name = f"Frontline {front_line.name} [CAS]"
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wpt.alt_type = "RADIO"
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wpt.pretty_name = wpt.name
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wpt.description = "Frontline"
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i = add_model_item(i, model, wpt.pretty_name, wpt)
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if self.include_targets:
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for cp in self.game.theater.controlpoints:
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if (self.include_enemy and not cp.captured) or (
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self.include_friendly and cp.captured
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):
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for ground_object in cp.ground_objects:
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if not ground_object.is_dead and isinstance(
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ground_object, BuildingGroundObject
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):
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wpt = FlightWaypoint(
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FlightWaypointType.CUSTOM,
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ground_object.position.x,
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ground_object.position.y,
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Distance.from_meters(0),
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)
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wpt.alt_type = "RADIO"
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wpt.name = ground_object.waypoint_name
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wpt.pretty_name = wpt.name
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wpt.obj_name = ground_object.obj_name
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wpt.targets.append(ground_object)
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if cp.captured:
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wpt.description = "Friendly Building"
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else:
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wpt.description = "Enemy Building"
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i = add_model_item(i, model, wpt.pretty_name, wpt)
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if self.include_units:
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for cp in self.game.theater.controlpoints:
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if (self.include_enemy and not cp.captured) or (
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self.include_friendly and cp.captured
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):
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for ground_object in cp.ground_objects:
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if not ground_object.is_dead and (
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isinstance(ground_object, IadsGroundObject)
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):
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for g in ground_object.groups:
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for j, u in enumerate(g.units):
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wpt = FlightWaypoint(
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FlightWaypointType.CUSTOM,
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u.position.x,
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u.position.y,
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Distance.from_meters(0),
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)
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wpt.alt_type = "RADIO"
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wpt.name = wpt.name = (
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"["
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+ str(ground_object.obj_name)
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+ "] : "
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+ u.type
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+ " #"
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+ str(j)
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)
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wpt.pretty_name = wpt.name
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wpt.targets.append(u)
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wpt.obj_name = ground_object.obj_name
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wpt.waypoint_type = FlightWaypointType.CUSTOM
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if cp.captured:
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wpt.description = "Friendly unit : " + u.type
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else:
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wpt.description = "Enemy unit : " + u.type
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i = add_model_item(i, model, wpt.pretty_name, wpt)
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if self.include_airbases:
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for cp in self.game.theater.controlpoints:
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if (self.include_enemy and not cp.captured) or (
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self.include_friendly and cp.captured
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):
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wpt = FlightWaypoint(
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FlightWaypointType.CUSTOM,
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cp.position.x,
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cp.position.y,
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Distance.from_meters(0),
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)
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wpt.alt_type = "RADIO"
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wpt.name = cp.name
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if cp.captured:
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wpt.description = (
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"Position of " + cp.name + " [Friendly Airbase]"
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)
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else:
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wpt.description = "Position of " + cp.name + " [Enemy Airbase]"
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if cp.cptype == ControlPointType.AIRCRAFT_CARRIER_GROUP:
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wpt.pretty_name = cp.name + " (Aircraft Carrier Group)"
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elif cp.cptype == ControlPointType.LHA_GROUP:
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wpt.pretty_name = cp.name + " (LHA Group)"
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else:
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wpt.pretty_name = cp.name + " (Airbase)"
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i = add_model_item(i, model, wpt.pretty_name, wpt)
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self.setModel(model)
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