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>
336 lines
13 KiB
Python
336 lines
13 KiB
Python
from PySide2.QtCore import Qt
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from PySide2.QtGui import QCloseEvent, QPixmap
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from PySide2.QtWidgets import (
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QDialog,
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QHBoxLayout,
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QLabel,
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QMessageBox,
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QPushButton,
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QVBoxLayout,
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QWidget,
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QGridLayout,
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)
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from game import Game
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from game.ato.flighttype import FlightType
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from game.config import RUNWAY_REPAIR_COST
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from game.radio.ICLSContainer import ICLSContainer
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from game.radio.RadioFrequencyContainer import RadioFrequencyContainer
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from game.radio.TacanContainer import TacanContainer
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from game.server import EventStream
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from game.sim import GameUpdateEvents
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from game.theater import (
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AMMO_DEPOT_FRONTLINE_UNIT_CONTRIBUTION,
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ControlPoint,
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ControlPointType,
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FREE_FRONTLINE_UNIT_SUPPLY,
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NavalControlPoint,
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ParkingType,
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)
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from qt_ui.dialogs import Dialog
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from qt_ui.models import GameModel
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from qt_ui.uiconstants import EVENT_ICONS
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from qt_ui.widgets.QFrequencyWidget import QFrequencyWidget
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from qt_ui.widgets.QICLSWidget import QICLSWidget
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from qt_ui.widgets.QLink4Widget import QLink4Widget
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from qt_ui.widgets.QTacanWidget import QTacanWidget
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from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
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from qt_ui.windows.basemenu.NewUnitTransferDialog import NewUnitTransferDialog
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from qt_ui.windows.basemenu.QBaseMenuTabs import QBaseMenuTabs
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from qt_ui.windows.basemenu.UnitTransactionFrame import UnitTransactionFrame
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class QBaseMenu2(QDialog):
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def __init__(self, parent, cp: ControlPoint, game_model: GameModel):
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super(QBaseMenu2, self).__init__(parent)
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# Attrs
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self.cp = cp
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self.game_model = game_model
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self.objectName = "menuDialogue"
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if self.cp.captured:
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self.deliveryEvent = None
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self.setWindowIcon(EVENT_ICONS["capture"])
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self.setWindowFlags(Qt.WindowStaysOnTopHint)
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self.setMinimumSize(300, 200)
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self.setMinimumWidth(1024)
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self.setMaximumWidth(1024)
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self.setModal(True)
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self.setWindowTitle(self.cp.name)
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base_menu_header = QWidget()
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top_layout = QHBoxLayout()
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header = QLabel(self)
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header.setGeometry(0, 0, 655, 106)
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pixmap = QPixmap(self.get_base_image())
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header.setPixmap(pixmap)
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cp_settings = QGridLayout()
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top_layout.addLayout(cp_settings)
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title = QLabel("<b>" + self.cp.name + "</b>")
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title.setAlignment(Qt.AlignLeft | Qt.AlignTop)
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title.setProperty("style", "base-title")
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cp_settings.addWidget(title, 0, 0, 1, 2)
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cp_settings.setHorizontalSpacing(20)
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counter = 2
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self.freq_widget = None
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self.link4_widget = None
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is_friendly = cp.is_friendly(True)
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if is_friendly and isinstance(cp, RadioFrequencyContainer):
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self.freq_widget = QFrequencyWidget(cp, self.game_model)
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cp_settings.addWidget(self.freq_widget, counter // 2, counter % 2)
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counter += 1
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if is_friendly and isinstance(cp, TacanContainer):
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self.tacan_widget = QTacanWidget(cp, self.game_model)
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cp_settings.addWidget(self.tacan_widget, counter // 2, counter % 2)
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counter += 1
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if is_friendly and isinstance(cp, ICLSContainer):
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self.icls_widget = QICLSWidget(cp, self.game_model)
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cp_settings.addWidget(self.icls_widget, counter // 2, counter % 2)
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counter += 1
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if is_friendly and isinstance(cp, NavalControlPoint):
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self.link4_widget = QLink4Widget(cp, self.game_model)
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cp_settings.addWidget(self.link4_widget, counter // 2, counter % 2)
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counter += 1
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if self.freq_widget and self.link4_widget:
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# link them so on change they check freq
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self.freq_widget.freq_changed.connect(self.link4_widget.check_freq)
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self.link4_widget.freq_changed.connect(self.freq_widget.check_freq)
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self.intel_summary = QLabel()
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self.intel_summary.setToolTip(self.generate_intel_tooltip())
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self.update_intel_summary()
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top_layout.addWidget(self.intel_summary)
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top_layout.setAlignment(Qt.AlignTop)
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self.repair_button = QPushButton()
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self.repair_button.clicked.connect(self.begin_runway_repair)
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self.update_repair_button()
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top_layout.addWidget(self.repair_button)
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base_menu_header.setProperty("style", "baseMenuHeader")
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base_menu_header.setLayout(top_layout)
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main_layout = QVBoxLayout()
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main_layout.addWidget(header)
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main_layout.addWidget(base_menu_header)
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main_layout.addWidget(QBaseMenuTabs(cp, self.game_model))
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bottom_row = QHBoxLayout()
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main_layout.addLayout(bottom_row)
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if FlightType.OCA_RUNWAY in self.cp.mission_types(for_player=True):
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runway_attack_button = QPushButton("Attack airfield")
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bottom_row.addWidget(runway_attack_button)
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runway_attack_button.setProperty("style", "btn-danger")
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runway_attack_button.clicked.connect(self.new_package)
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if self.cp.captured and self.has_transfer_destinations:
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transfer_button = QPushButton("Transfer Units")
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transfer_button.setProperty("style", "btn-success")
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bottom_row.addWidget(transfer_button)
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transfer_button.clicked.connect(self.open_transfer_dialog)
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if self.cheat_capturable:
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capture_button = QPushButton("CHEAT: Capture")
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capture_button.setProperty("style", "btn-danger")
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bottom_row.addWidget(capture_button)
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capture_button.clicked.connect(self.cheat_capture)
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self.budget_display = QLabel(
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UnitTransactionFrame.BUDGET_FORMAT.format(self.game_model.game.blue.budget)
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)
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self.budget_display.setAlignment(Qt.AlignRight | Qt.AlignBottom)
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self.budget_display.setProperty("style", "budget-label")
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bottom_row.addWidget(self.budget_display)
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GameUpdateSignal.get_instance().budgetupdated.connect(self.update_budget)
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self.setLayout(main_layout)
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@property
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def cheat_capturable(self) -> bool:
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return self.game_model.game.settings.enable_base_capture_cheat
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def cheat_capture(self) -> None:
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events = GameUpdateEvents()
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self.cp.capture(self.game_model.game, events, for_player=not self.cp.captured)
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# Reinitialized ground planners and the like. The ATO needs to be reset because
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# missions planned against the flipped base are no longer valid.
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self.game_model.game.initialize_turn(events)
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EventStream.put_nowait(events)
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GameUpdateSignal.get_instance().updateGame(self.game_model.game)
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state = self.game_model.game.check_win_loss()
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GameUpdateSignal.get_instance().gameStateChanged(state)
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self.close()
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@property
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def has_transfer_destinations(self) -> bool:
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return self.game_model.game.transit_network_for(
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self.cp.captured
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).has_destinations(self.cp)
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@property
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def can_repair_runway(self) -> bool:
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return self.cp.captured and self.cp.runway_can_be_repaired
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@property
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def can_afford_runway_repair(self) -> bool:
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return self.game_model.game.blue.budget >= RUNWAY_REPAIR_COST
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def begin_runway_repair(self) -> None:
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if not self.can_afford_runway_repair:
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QMessageBox.critical(
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self,
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"Cannot repair runway",
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f"Runway repair costs ${RUNWAY_REPAIR_COST}M but you have "
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f"only ${self.game_model.game.blue.budget}M available.",
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QMessageBox.Ok,
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)
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return
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if not self.can_repair_runway:
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QMessageBox.critical(
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self,
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"Cannot repair runway",
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f"Cannot repair this runway.",
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QMessageBox.Ok,
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)
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return
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self.cp.begin_runway_repair()
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self.game_model.game.blue.budget -= RUNWAY_REPAIR_COST
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self.update_repair_button()
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self.update_intel_summary()
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GameUpdateSignal.get_instance().updateGame(self.game_model.game)
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def update_repair_button(self) -> None:
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self.repair_button.setVisible(True)
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turns_remaining = self.cp.runway_status.repair_turns_remaining
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if self.cp.captured and turns_remaining is not None:
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self.repair_button.setText("Repairing...")
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self.repair_button.setDisabled(True)
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return
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if self.can_repair_runway:
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if self.can_afford_runway_repair:
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self.repair_button.setText(f"Repair ${RUNWAY_REPAIR_COST}M")
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self.repair_button.setDisabled(False)
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return
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else:
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self.repair_button.setText(
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f"Cannot afford repair ${RUNWAY_REPAIR_COST}M"
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)
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self.repair_button.setDisabled(True)
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return
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self.repair_button.setVisible(False)
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self.repair_button.setDisabled(True)
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def update_intel_summary(self) -> None:
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parking_type_all = ParkingType(
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fixed_wing=True, fixed_wing_stol=True, rotary_wing=True
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)
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aircraft = self.cp.allocated_aircraft(parking_type_all).total_present
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parking = self.cp.total_aircraft_parking(parking_type_all)
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parking_type_fixed_wing = ParkingType(
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fixed_wing=True, fixed_wing_stol=False, rotary_wing=False
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)
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parking_type_stol = ParkingType(
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fixed_wing=False, fixed_wing_stol=True, rotary_wing=False
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)
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parking_type_rotary_wing = ParkingType(
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fixed_wing=False, fixed_wing_stol=False, rotary_wing=True
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)
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fixed_wing_parking = self.cp.total_aircraft_parking(parking_type_fixed_wing)
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ground_spawn_parking = self.cp.total_aircraft_parking(parking_type_stol)
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rotary_wing_parking = self.cp.total_aircraft_parking(parking_type_rotary_wing)
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ground_unit_limit = self.cp.frontline_unit_count_limit
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deployable_unit_info = ""
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allocated = self.cp.allocated_ground_units(
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self.game_model.game.coalition_for(self.cp.captured).transfers
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)
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unit_overage = max(
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allocated.total_present - self.cp.frontline_unit_count_limit, 0
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)
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if self.cp.has_active_frontline:
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deployable_unit_info = (
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f" (Up to {ground_unit_limit} deployable, {unit_overage} reserve)"
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)
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self.intel_summary.setText(
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"\n".join(
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[
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f"{aircraft}/{parking} aircraft",
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f"{fixed_wing_parking} fixed wing parking",
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f"{ground_spawn_parking} ground spawns",
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f"{rotary_wing_parking} rotary wing parking",
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f"{self.cp.base.total_armor} ground units" + deployable_unit_info,
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f"{allocated.total_transferring} more ground units en route, {allocated.total_ordered} ordered",
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str(self.cp.runway_status),
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f"{self.cp.active_ammo_depots_count}/{self.cp.total_ammo_depots_count} ammo depots",
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f"{'Factory can produce units' if self.cp.has_factory else 'Does not have a factory'}",
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]
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)
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)
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def generate_intel_tooltip(self) -> str:
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tooltip = (
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f"Deployable unit limit ({self.cp.frontline_unit_count_limit}) = {FREE_FRONTLINE_UNIT_SUPPLY} (base) + "
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f" {AMMO_DEPOT_FRONTLINE_UNIT_CONTRIBUTION} (per connected ammo depot) * {self.cp.total_ammo_depots_count} "
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f"(depots)"
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)
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if self.cp.has_active_frontline:
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unit_overage = max(
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self.cp.base.total_armor - self.cp.frontline_unit_count_limit, 0
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)
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tooltip += (
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f"\n{unit_overage} units will be held in reserve and will not be deployed to "
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f"connected frontlines for this turn"
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)
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return tooltip
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def closeEvent(self, close_event: QCloseEvent):
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GameUpdateSignal.get_instance().updateGame(self.game_model.game)
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def get_base_image(self):
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if (
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self.cp.cptype == ControlPointType.AIRCRAFT_CARRIER_GROUP
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or self.cp.cptype == ControlPointType.LHA_GROUP
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):
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carrier_type = self.cp.get_carrier_group_type(always_supercarrier=True)
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return f"./resources/ui/units/ships/{carrier_type.id}.png"
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elif self.cp.cptype == ControlPointType.FOB and self.cp.has_helipads:
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return "./resources/ui/heliport.png"
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elif self.cp.cptype == ControlPointType.FOB:
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return "./resources/ui/fob.png"
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else:
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return "./resources/ui/airbase.png"
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def new_package(self) -> None:
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Dialog.open_new_package_dialog(self.cp, parent=self.window())
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def open_transfer_dialog(self) -> None:
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NewUnitTransferDialog(self.game_model, self.cp, parent=self.window()).show()
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def update_budget(self, game: Game) -> None:
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self.budget_display.setText(
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UnitTransactionFrame.BUDGET_FORMAT.format(game.blue.budget)
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)
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