mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
* Roadbase and ground spawn support Implemented support for roadbases and ground spawn slots at airfields and FOBs. The ground spawn slots can be inserted in campaigns by placing either an A-10A or an AJS37 at a runway or ramp. This will cause an invisible FARP, an ammo dump and a fuel dump to be placed (behind the slot in case of A-10A, to the side in case of AJS37) in the generated campaigns. The ground spawn slot can be used by human controlled aircraft in generated missions. Also allowed the use of the four-slot FARP and the single helipad in campaigns, in addition to the invisible FARP. The first waypoint of the placed aircraft will be the center of a Remove Statics trigger zone (which might or might not work in multiplayer due to a DCS limitation). Also implemented three new options in settings: - AI fixed-wing aircraft can use roadbases / bases with only ground spawns - This setting will allow the AI to use the roadbases for flights and transfers. AI flights will air-start from these bases, since the AI in DCS is not currently able to take off from ground spawns. - Spawn trucks at ground spawns in airbases instead of FARP statics - Spawn trucks at ground spawns in roadbases instead of FARP statics - These settings will replace the FARP statics with refueler and ammo trucks at roadbases. Enabling them might have a negative performance impact. * Modified calculate_parking_slots() so it now takes into account also helicopter slots on FARPs and also ground start slots (but only if the aircraft is flyable or the "AI fixed-wing aircraft can use roadbases / bases with only ground spawns" option is enabled in settings). * Improved the way parking slots are communicated on the basemenu window. * Refactored helipad and ground spawn appends to static methods _add_helipad and _add_ground_spawn in mizcampaignloader.py Added missing changelog entries. Fixed tgogenerator.py imports. Cleaned up ParkingType() construction. * Added test_control_point_parking for testing that the correct number of parking slots are returned for control point in test_controlpoint.py * Added test_parking_type_from_squadron to test the correct ParkingType object is returned for a squadron of Viggens in test_controlpoint.py * Added test_parking_type_from_aircraft to test the correct ParkingType object is returned for Viggen aircraft type in test_controlpoint.py --------- Co-authored-by: Raffson <Raffson@users.noreply.github.com>
403 lines
15 KiB
Python
403 lines
15 KiB
Python
import logging
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from copy import deepcopy
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from typing import Callable, Iterator, Optional, Type
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from PySide2.QtCore import QItemSelection, QItemSelectionModel, QModelIndex, Qt
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from PySide2.QtWidgets import (
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QAbstractItemView,
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QCheckBox,
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QComboBox,
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QDialog,
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QHBoxLayout,
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QLabel,
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QListView,
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QPushButton,
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QVBoxLayout,
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QInputDialog,
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QLineEdit,
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QMessageBox,
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)
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from dcs.unittype import FlyingType
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from game.ato.flightplans.custom import CustomFlightPlan
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from game.ato.flighttype import FlightType
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from game.ato.flightwaypointtype import FlightWaypointType
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from game.dcs.aircrafttype import AircraftType
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from game.server import EventStream
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from game.sim import GameUpdateEvents
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from game.squadrons import Pilot, Squadron
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from game.theater import ConflictTheater, ControlPoint, ParkingType
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from qt_ui.delegates import TwoColumnRowDelegate
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from qt_ui.errorreporter import report_errors
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from qt_ui.models import AtoModel, SquadronModel
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from qt_ui.widgets.combos.primarytaskselector import PrimaryTaskSelector
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class PilotDelegate(TwoColumnRowDelegate):
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def __init__(self, squadron_model: SquadronModel) -> None:
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super().__init__(rows=2, columns=2, font_size=12)
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self.squadron_model = squadron_model
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@staticmethod
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def pilot(index: QModelIndex) -> Pilot:
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return index.data(SquadronModel.PilotRole)
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def text_for(self, index: QModelIndex, row: int, column: int) -> str:
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pilot = self.pilot(index)
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if (row, column) == (0, 0):
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return self.squadron_model.data(index, Qt.DisplayRole)
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elif (row, column) == (0, 1):
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flown = pilot.record.missions_flown
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missions = "missions" if flown != 1 else "mission"
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return f"{flown} {missions} flown"
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elif (row, column) == (1, 0):
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return "Player" if pilot.player else "AI"
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elif (row, column) == (1, 1):
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return pilot.status.value
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return ""
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class PilotList(QListView):
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"""List view for displaying a squadron's pilots."""
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def __init__(self, squadron_model: SquadronModel) -> None:
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super().__init__()
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self.squadron_model = squadron_model
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self.setItemDelegate(PilotDelegate(self.squadron_model))
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self.setModel(self.squadron_model)
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self.selectionModel().setCurrentIndex(
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self.squadron_model.index(0, 0, QModelIndex()), QItemSelectionModel.Select
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)
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# self.setIconSize(QSize(91, 24))
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self.setSelectionBehavior(QAbstractItemView.SelectItems)
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class AutoAssignedTaskControls(QVBoxLayout):
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def __init__(self, squadron_model: SquadronModel) -> None:
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super().__init__()
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self.squadron_model = squadron_model
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self.addWidget(QLabel("Auto-assignable mission types"))
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def make_callback(toggled_task: FlightType) -> Callable[[bool], None]:
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def callback(checked: bool) -> None:
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self.on_toggled(toggled_task, checked)
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return callback
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for task in FlightType:
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if self.squadron_model.squadron.capable_of(task):
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checkbox = QCheckBox(text=task.value)
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checkbox.setChecked(squadron_model.is_auto_assignable(task))
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checkbox.toggled.connect(make_callback(task))
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self.addWidget(checkbox)
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self.addStretch()
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def on_toggled(self, task: FlightType, checked: bool) -> None:
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self.squadron_model.set_auto_assignable(task, checked)
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class SquadronDestinationComboBox(QComboBox):
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def __init__(self, squadron: Squadron, theater: ConflictTheater) -> None:
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super().__init__()
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self.squadron = squadron
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self.theater = theater
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parking_type = ParkingType().from_squadron(squadron)
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room = squadron.location.unclaimed_parking(parking_type)
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self.addItem(
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f"Remain at {squadron.location} (room for {room} more aircraft)",
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squadron.location,
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)
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selected_index: Optional[int] = None
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for idx, destination in enumerate(sorted(self.iter_destinations(), key=str), 1):
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if destination == squadron.destination:
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selected_index = idx
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room = self.calculate_parking_slots(
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destination, squadron.aircraft.dcs_unit_type
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)
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self.addItem(
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f"Transfer to {destination} (room for {room} more aircraft)",
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destination,
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)
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if room < squadron.owned_aircraft or room == 0:
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diff = squadron.owned_aircraft - room
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text = (
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f"Transfer to {destination} not possible "
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f"({diff} additional slots required)"
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)
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if squadron.owned_aircraft == 0 and room == 0:
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text = (
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f"Transfer to {destination} not possible "
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f"(no fitting slots found)"
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)
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self.setItemText(idx, text)
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self.model().item(idx).setEnabled(False)
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if squadron.destination is None:
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selected_index = 0
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if selected_index is not None:
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self.setCurrentIndex(selected_index)
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def iter_destinations(self) -> Iterator[ControlPoint]:
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size = self.squadron.expected_size_next_turn
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parking_type = ParkingType().from_squadron(self.squadron)
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for control_point in self.theater.control_points_for(self.squadron.player):
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if control_point == self.squadron.location:
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continue
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if not control_point.can_operate(self.squadron.aircraft):
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continue
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ac_type = self.squadron.aircraft.dcs_unit_type
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if (
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self.squadron.destination is not control_point
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and control_point.unclaimed_parking(parking_type) < size
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and self.calculate_parking_slots(control_point, ac_type) < size
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):
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continue
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yield control_point
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@staticmethod
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def calculate_parking_slots(
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cp: ControlPoint, dcs_unit_type: Type[FlyingType]
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) -> int:
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if cp.dcs_airport:
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ap = deepcopy(cp.dcs_airport)
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overflow = []
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parking_type = ParkingType(
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fixed_wing=False, fixed_wing_stol=False, rotary_wing=True
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)
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free_helicopter_slots = cp.total_aircraft_parking(parking_type)
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parking_type = ParkingType(
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fixed_wing=False, fixed_wing_stol=True, rotary_wing=False
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)
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free_ground_spawns = cp.total_aircraft_parking(parking_type)
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for s in cp.squadrons:
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for count in range(s.owned_aircraft):
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is_heli = s.aircraft.helicopter
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is_vtol = not is_heli and s.aircraft.lha_capable
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count_ground_spawns = (
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s.aircraft.flyable
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or cp.coalition.game.settings.ground_start_ai_planes
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)
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if free_helicopter_slots > 0 and (is_heli or is_vtol):
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free_helicopter_slots = -1
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elif free_ground_spawns > 0 and (
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is_heli or is_vtol or count_ground_spawns
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):
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free_ground_spawns = -1
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else:
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slot = ap.free_parking_slot(s.aircraft.dcs_unit_type)
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if slot:
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slot.unit_id = id(s) + count
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else:
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overflow.append(s)
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break
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if overflow:
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overflow_msg = ""
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for s in overflow:
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overflow_msg += f"{s.name} - {s.aircraft.name}<br/>"
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QMessageBox.warning(
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None,
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"Insufficient parking space detected!",
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f"Insufficient parking space was detected at {cp.name}:<br/><br/>"
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f"{overflow_msg}<br/>"
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f"Consider moving these squadrons to different airfield "
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"to avoid possible air-starts.",
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)
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return len(ap.free_parking_slots(dcs_unit_type))
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else:
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parking_type = ParkingType().from_aircraft(
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next(AircraftType.for_dcs_type(dcs_unit_type)),
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cp.coalition.game.settings.ground_start_ai_planes,
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)
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return cp.unclaimed_parking(parking_type)
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class SquadronDialog(QDialog):
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"""Dialog window showing a squadron."""
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def __init__(
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self,
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ato_model: AtoModel,
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squadron_model: SquadronModel,
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theater: ConflictTheater,
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parent,
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) -> None:
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super().__init__(parent)
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self.ato_model = ato_model
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self.squadron_model = squadron_model
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self.setMinimumSize(1000, 440)
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self.setWindowTitle(str(squadron_model.squadron))
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# TODO: self.setWindowIcon()
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layout = QVBoxLayout()
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self.setLayout(layout)
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columns = QHBoxLayout()
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layout.addLayout(columns)
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left_column = QVBoxLayout()
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columns.addLayout(left_column)
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left_column.addWidget(QLabel("Primary task"))
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self.primary_task_selector = PrimaryTaskSelector.for_squadron(
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self.squadron_model.squadron
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)
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self.primary_task_selector.currentIndexChanged.connect(
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self.on_task_index_changed
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)
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left_column.addWidget(self.primary_task_selector)
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auto_assigned_tasks = AutoAssignedTaskControls(squadron_model)
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left_column.addLayout(auto_assigned_tasks)
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self.pilot_list = PilotList(squadron_model)
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self.pilot_list.selectionModel().selectionChanged.connect(
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self.on_selection_changed
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)
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columns.addWidget(self.pilot_list)
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button_panel = QHBoxLayout()
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self.transfer_destination = SquadronDestinationComboBox(
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squadron_model.squadron, theater
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)
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self.transfer_destination.currentIndexChanged.connect(
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self.on_destination_changed
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)
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button_panel.addWidget(self.transfer_destination)
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button_panel.addStretch()
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layout.addLayout(button_panel)
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self.rename_button = QPushButton("Rename pilot")
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self.rename_button.setProperty("style", "start-button")
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self.rename_button.clicked.connect(self.rename_pilot)
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button_panel.addWidget(self.rename_button, alignment=Qt.AlignRight)
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self.toggle_ai_button = QPushButton()
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self.reset_ai_toggle_state(self.pilot_list.currentIndex())
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self.toggle_ai_button.setProperty("style", "start-button")
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self.toggle_ai_button.clicked.connect(self.toggle_ai)
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button_panel.addWidget(self.toggle_ai_button, alignment=Qt.AlignRight)
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self.toggle_leave_button = QPushButton()
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self.reset_leave_toggle_state(self.pilot_list.currentIndex())
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self.toggle_leave_button.setProperty("style", "start-button")
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self.toggle_leave_button.clicked.connect(self.toggle_leave)
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button_panel.addWidget(self.toggle_leave_button, alignment=Qt.AlignRight)
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@property
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def squadron(self) -> Squadron:
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return self.squadron_model.squadron
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def _instant_relocate(self, destination: ControlPoint) -> None:
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self.squadron.relocate_to(destination)
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for _, f in self.squadron.flight_db.objects.items():
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if f.squadron == self.squadron:
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if isinstance(f.flight_plan, CustomFlightPlan):
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for wpt in f.flight_plan.waypoints:
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if wpt.waypoint_type == FlightWaypointType.LANDING_POINT:
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wpt.control_point = destination
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wpt.position = wpt.control_point.position
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break
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f.recreate_flight_plan()
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EventStream.put_nowait(GameUpdateEvents().update_flight(f))
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def on_destination_changed(self, index: int) -> None:
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with report_errors("Could not change squadron destination", self):
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destination = self.transfer_destination.itemData(index)
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if destination is self.squadron.location:
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self.squadron.cancel_relocation()
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elif self.ato_model.game.settings.enable_transfer_cheat:
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self._instant_relocate(destination)
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else:
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self.squadron.plan_relocation(destination)
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self.ato_model.replace_from_game(player=True)
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def check_disabled_button_states(
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self, button: QPushButton, index: QModelIndex
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) -> bool:
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if not index.isValid():
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button.setText("No pilot selected")
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button.setDisabled(True)
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return True
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pilot = self.squadron_model.pilot_at_index(index)
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if not pilot.alive:
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button.setText("Pilot is dead")
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button.setDisabled(True)
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return True
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return False
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def rename_pilot(self) -> None:
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index = self.pilot_list.currentIndex()
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if not index.isValid():
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logging.error("Cannot toggle player/AI: no pilot is selected")
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return
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p = self.squadron_model.pilot_at_index(index)
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text, ok = QInputDialog.getText(
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self, "Rename pilot", "New name: ", QLineEdit.EchoMode.Normal
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)
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if ok:
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p.name = text
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def toggle_ai(self) -> None:
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index = self.pilot_list.currentIndex()
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if not index.isValid():
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logging.error("Cannot toggle player/AI: no pilot is selected")
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return
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self.squadron_model.toggle_ai_state(index)
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def reset_ai_toggle_state(self, index: QModelIndex) -> None:
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if self.check_disabled_button_states(self.toggle_ai_button, index):
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return
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if not self.squadron_model.squadron.aircraft.flyable:
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self.toggle_ai_button.setText("Not flyable")
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self.toggle_ai_button.setDisabled(True)
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return
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self.toggle_ai_button.setEnabled(True)
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pilot = self.squadron_model.pilot_at_index(index)
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self.toggle_ai_button.setText(
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"Convert to AI" if pilot.player else "Convert to player"
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)
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def toggle_leave(self) -> None:
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index = self.pilot_list.currentIndex()
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if not index.isValid():
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logging.error("Cannot toggle on leave state: no pilot is selected")
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return
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self.squadron_model.toggle_leave_state(index)
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def reset_leave_toggle_state(self, index: QModelIndex) -> None:
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if self.check_disabled_button_states(self.toggle_leave_button, index):
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return
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pilot = self.squadron_model.pilot_at_index(index)
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self.toggle_leave_button.setEnabled(
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not pilot.on_leave or self.squadron_model.squadron.has_unfilled_pilot_slots
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)
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self.toggle_leave_button.setText(
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"Return from leave" if pilot.on_leave else "Send on leave"
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)
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def on_selection_changed(
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self, selected: QItemSelection, _deselected: QItemSelection
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) -> None:
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index = selected.indexes()[0]
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self.reset_ai_toggle_state(index)
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self.reset_leave_toggle_state(index)
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def on_task_index_changed(self, index: int) -> None:
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task = self.primary_task_selector.itemData(index)
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if task is None:
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raise RuntimeError("Selected task cannot be None")
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self.squadron.primary_task = task
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