Dan Albert 88b9ed29ba Reorganize flight planning.
Previously we were trying to make every potential flight plan look
just like a strike mission's flight plan. This led to a lot of special
case behavior in several places that was causing us to misplan TOTs.

I've reorganized this such that there's now an explicit `FlightPlan`
class, and any specialized behavior is handled by the subclasses.

I've also taken the opportunity to alter the behavior of CAS and
front-line CAP missions. These no longer involve the usual formation
waypoints. Instead the CAP will aim to be on station at the time that
the CAS mission reaches its ingress point, and leave at its egress
time. Both flights fly directly to the point with a start time
configured for a rendezvous.

It might be worth adding hold points back to every flight plan just to
ensure that non-formation flights don't end up with a very low speed
enroute to the target if they perform ground ops quicker than
expected.
2020-10-31 19:29:24 -07:00

240 lines
9.1 KiB
Python

from typing import List, Optional
from PySide2.QtWidgets import (
QFrame,
QGroupBox,
QHBoxLayout,
QMessageBox,
QPushButton,
)
import qt_ui.uiconstants as CONST
from game import Game
from game.event import CAP, CAS, FrontlineAttackEvent
from gen.ato import Package
from gen.flights.traveltime import TotEstimator
from qt_ui.models import GameModel
from qt_ui.widgets.QBudgetBox import QBudgetBox
from qt_ui.widgets.QFactionsInfos import QFactionsInfos
from qt_ui.widgets.QTurnCounter import QTurnCounter
from qt_ui.widgets.clientslots import MaxPlayerCount
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
from qt_ui.windows.QWaitingForMissionResultWindow import \
QWaitingForMissionResultWindow
from qt_ui.windows.settings.QSettingsWindow import QSettingsWindow
from qt_ui.windows.stats.QStatsWindow import QStatsWindow
class QTopPanel(QFrame):
def __init__(self, game_model: GameModel):
super(QTopPanel, self).__init__()
self.game_model = game_model
self.setMaximumHeight(70)
self.init_ui()
GameUpdateSignal.get_instance().gameupdated.connect(self.setGame)
GameUpdateSignal.get_instance().budgetupdated.connect(self.budget_update)
@property
def game(self) -> Optional[Game]:
return self.game_model.game
def init_ui(self):
self.turnCounter = QTurnCounter()
self.budgetBox = QBudgetBox(self.game)
self.passTurnButton = QPushButton("Pass Turn")
self.passTurnButton.setIcon(CONST.ICONS["PassTurn"])
self.passTurnButton.setProperty("style", "btn-primary")
self.passTurnButton.clicked.connect(self.passTurn)
self.proceedButton = QPushButton("Take off")
self.proceedButton.setIcon(CONST.ICONS["Proceed"])
self.proceedButton.setProperty("style", "start-button")
self.proceedButton.clicked.connect(self.launch_mission)
if self.game and self.game.turn == 0:
self.proceedButton.setEnabled(False)
self.factionsInfos = QFactionsInfos(self.game)
self.settings = QPushButton("Settings")
self.settings.setIcon(CONST.ICONS["Settings"])
self.settings.setProperty("style", "btn-primary")
self.settings.clicked.connect(self.openSettings)
self.statistics = QPushButton("Statistics")
self.statistics.setIcon(CONST.ICONS["Statistics"])
self.statistics.setProperty("style", "btn-primary")
self.statistics.clicked.connect(self.openStatisticsWindow)
self.buttonBox = QGroupBox("Misc")
self.buttonBoxLayout = QHBoxLayout()
self.buttonBoxLayout.addWidget(self.settings)
self.buttonBoxLayout.addWidget(self.statistics)
self.buttonBox.setLayout(self.buttonBoxLayout)
self.proceedBox = QGroupBox("Proceed")
self.proceedBoxLayout = QHBoxLayout()
self.proceedBoxLayout.addLayout(
MaxPlayerCount(self.game_model.ato_model))
self.proceedBoxLayout.addWidget(self.passTurnButton)
self.proceedBoxLayout.addWidget(self.proceedButton)
self.proceedBox.setLayout(self.proceedBoxLayout)
self.layout = QHBoxLayout()
self.layout.addWidget(self.factionsInfos)
self.layout.addWidget(self.turnCounter)
self.layout.addWidget(self.budgetBox)
self.layout.addWidget(self.buttonBox)
self.layout.addStretch(1)
self.layout.addWidget(self.proceedBox)
self.layout.setContentsMargins(0,0,0,0)
self.setLayout(self.layout)
def setGame(self, game: Optional[Game]):
if game is None:
return
self.turnCounter.setCurrentTurn(game.turn, game.conditions)
self.budgetBox.setGame(game)
self.factionsInfos.setGame(game)
if game and game.turn == 0:
self.proceedButton.setEnabled(False)
else:
self.proceedButton.setEnabled(True)
def openSettings(self):
self.subwindow = QSettingsWindow(self.game)
self.subwindow.show()
def openStatisticsWindow(self):
self.subwindow = QStatsWindow(self.game)
self.subwindow.show()
def passTurn(self):
self.game.pass_turn(no_action=True)
GameUpdateSignal.get_instance().updateGame(self.game)
self.proceedButton.setEnabled(True)
def negative_start_packages(self) -> List[Package]:
packages = []
for package in self.game_model.ato_model.ato.packages:
if not package.flights:
continue
estimator = TotEstimator(package)
for flight in package.flights:
if estimator.mission_start_time(flight).total_seconds() < 0:
packages.append(package)
break
return packages
@staticmethod
def fix_tots(packages: List[Package]) -> None:
for package in packages:
estimator = TotEstimator(package)
package.time_over_target = estimator.earliest_tot()
def ato_has_clients(self) -> bool:
for package in self.game.blue_ato.packages:
for flight in package.flights:
if flight.client_count > 0:
return True
return False
def confirm_no_client_launch(self) -> bool:
result = QMessageBox.question(
self,
"Continue without client slots?",
("No client slots have been created for players. Continuing will "
"allow the AI to perform the mission, but players will be unable "
"to participate.<br />"
"<br />"
"To add client slots for players, select a package from the "
"Packages panel on the left of the main window, and then a flight "
"from the Flights panel below the Packages panel. The edit button "
"below the Flights panel will allow you to edit the number of "
"client slots in the flight. Each client slot allows one player.<br />"
"<br />Click 'Yes' to continue with an AI only mission"
"<br />Click 'No' if you'd like to make more changes."),
QMessageBox.No,
QMessageBox.Yes
)
return result == QMessageBox.Yes
def confirm_negative_start_time(self,
negative_starts: List[Package]) -> bool:
formatted = '<br />'.join(
[f"{p.primary_task.name} {p.target.name}" for p in negative_starts]
)
mbox = QMessageBox(
QMessageBox.Question,
"Continue with past start times?",
("Some flights in the following packages have start times set "
"earlier than mission start time:<br />"
"<br />"
f"{formatted}<br />"
"<br />"
"Flight start times are estimated based on the package TOT, so it "
"is possible that not all flights will be able to reach the "
"target area at their assigned times.<br />"
"<br />"
"You can either continue with the mission as planned, with the "
"misplanned flights potentially flying too fast and/or missing "
"their rendezvous; automatically fix negative TOTs; or cancel "
"mission start and fix the packages manually."),
parent=self
)
auto = mbox.addButton("Fix TOTs automatically", QMessageBox.ActionRole)
ignore = mbox.addButton("Continue without fixing",
QMessageBox.DestructiveRole)
cancel = mbox.addButton(QMessageBox.Cancel)
mbox.setEscapeButton(cancel)
mbox.exec_()
clicked = mbox.clickedButton()
if clicked == auto:
self.fix_tots(negative_starts)
return True
elif clicked == ignore:
return True
return False
def launch_mission(self):
"""Finishes planning and waits for mission completion."""
if not self.ato_has_clients() and not self.confirm_no_client_launch():
return
negative_starts = self.negative_start_packages()
if negative_starts:
if not self.confirm_negative_start_time(negative_starts):
return
# TODO: Refactor this nonsense.
game_event = None
for event in self.game.events:
if isinstance(event,
FrontlineAttackEvent) and event.is_player_attacking:
game_event = event
if game_event is None:
game_event = FrontlineAttackEvent(
self.game,
self.game.theater.controlpoints[0],
self.game.theater.controlpoints[0],
self.game.theater.controlpoints[0].position,
self.game.player_name,
self.game.enemy_name)
game_event.is_awacs_enabled = True
game_event.ca_slots = 1
game_event.departure_cp = self.game.theater.controlpoints[0]
game_event.player_attacking({CAS: {}, CAP: {}})
game_event.depart_from = self.game.theater.controlpoints[0]
self.game.initiate_event(game_event)
waiting = QWaitingForMissionResultWindow(game_event, self.game)
waiting.show()
def budget_update(self, game:Game):
self.budgetBox.setGame(game)