Dan Albert f89ac52bf3
Clean up remaining Flight.from_cp users.
The preferred API for this has been `Flight.departure` for a while.
2023-10-01 19:26:20 +02:00

617 lines
22 KiB
Python

"""Qt data models for game objects."""
from __future__ import annotations
import datetime
from typing import Any, Callable, Iterator, Optional, TypeVar
from PySide2.QtCore import (
QAbstractListModel,
QModelIndex,
Qt,
Signal,
)
from PySide2.QtGui import QIcon
from game.ato.airtaaskingorder import AirTaskingOrder
from game.ato.flight import Flight
from game.ato.flighttype import FlightType
from game.ato.package import Package
from game.game import Game
from game.radio.RadioFrequencyContainer import RadioFrequencyContainer
from game.radio.radios import RadioFrequency
from game.radio.tacan import TacanChannel
from game.server import EventStream
from game.sim.gameupdateevents import GameUpdateEvents
from game.squadrons.squadron import Pilot, Squadron
from game.theater import NavalControlPoint
from game.theater.missiontarget import MissionTarget
from game.transfers import PendingTransfers, TransferOrder
from qt_ui.simcontroller import SimController
from qt_ui.uiconstants import AIRCRAFT_ICONS
class DeletableChildModelManager:
"""Manages lifetimes for child models.
Qt's data models don't have a good way of modeling related data aside from
lists, tables, or trees of similar objects. We could build one monolithic
GameModel that tracks all of the data in the game and use the parent/child
relationships of that model to index down into the ATO, packages, flights,
etc, but doing so is error prone because it requires us to manually manage
that relationship tree and keep our own mappings from row/column into
specific members.
However, creating child models outside of the tree means that removing an
item from the parent will not signal the child's deletion to any views, so
we must track this explicitly.
Any model which has child data types should use this class to track the
deletion of child models. All child model types must define a signal named
`deleted`. This signal will be emitted when the child model is being
deleted. Any views displaying such data should subscribe to those events and
update their display accordingly.
"""
#: The type of data owned by models created by this class.
DataType = TypeVar("DataType")
#: The type of model managed by this class.
ModelType = TypeVar("ModelType")
ModelDict = dict[DataType, ModelType]
def __init__(
self,
create_model: Callable[[DataType, GameModel], ModelType],
game_model: GameModel,
) -> None:
self.create_model = create_model
self.game_model = game_model
self.models: DeletableChildModelManager.ModelDict = {}
def acquire(self, data: DataType) -> ModelType:
"""Returns a model for the given child data.
If a model has already been created for the given data, it will be
returned. The data type must be hashable.
"""
if data in self.models:
return self.models[data]
model = self.create_model(data, self.game_model)
self.models[data] = model
return model
def release(self, data: DataType) -> None:
"""Releases the model matching the given data, if one exists.
If the given data has had a model created for it, that model will be
deleted and its `deleted` signal will be emitted.
"""
if data in self.models:
model = self.models[data]
del self.models[data]
model.deleted.emit()
def clear(self) -> None:
"""Deletes all managed models."""
for data in list(self.models.keys()):
self.release(data)
class NullListModel(QAbstractListModel):
"""Generic empty list model."""
def rowCount(self, parent: QModelIndex = QModelIndex()) -> int:
return 0
def data(self, index: QModelIndex, role: int = Qt.DisplayRole) -> Any:
return None
class PackageModel(QAbstractListModel):
"""The model for an ATO package."""
FlightRole = Qt.UserRole
#: Emitted when this package is being deleted from the ATO.
deleted = Signal()
tot_changed = Signal()
def __init__(self, package: Package, game_model: GameModel) -> None:
super().__init__()
self.package = package
self.game_model = game_model
self.game_model.sim_controller.sim_update.connect(self.on_sim_update)
def rowCount(self, parent: QModelIndex = QModelIndex()) -> int:
return len(self.package.flights)
def data(self, index: QModelIndex, role: int = Qt.DisplayRole) -> Any:
if not index.isValid():
return None
flight = self.flight_at_index(index)
if role == Qt.DisplayRole:
return self.text_for_flight(flight)
if role == Qt.DecorationRole:
return self.icon_for_flight(flight)
elif role == PackageModel.FlightRole:
return flight
return None
@staticmethod
def text_for_flight(flight: Flight) -> str:
"""Returns the text that should be displayed for the flight."""
delay = datetime.timedelta(
seconds=int(flight.flight_plan.startup_time().total_seconds())
)
origin = flight.departure.name
return f"{flight} from {origin} in {delay}"
@staticmethod
def icon_for_flight(flight: Flight) -> Optional[QIcon]:
"""Returns the icon that should be displayed for the flight."""
"""Replace slashes with underscores because slashes are not allowed in filenames"""
name = flight.unit_type.dcs_id.replace("/", "_")
if name in AIRCRAFT_ICONS:
return QIcon(AIRCRAFT_ICONS[name])
return None
def add_flight(self, flight: Flight) -> None:
"""Adds the given flight to the package."""
self.beginInsertRows(QModelIndex(), self.rowCount(), self.rowCount())
self.package.add_flight(flight)
# update_tot is not called here because the new flight does not have a
# flight plan yet. Will be called manually by the caller.
self.endInsertRows()
def cancel_or_abort_flight_at_index(self, index: QModelIndex) -> None:
"""Removes the flight at the given index from the package."""
self.cancel_or_abort_flight(self.flight_at_index(index))
def cancel_or_abort_flight(self, flight: Flight) -> None:
if flight.state.cancelable:
self.delete_flight(flight)
EventStream.put_nowait(GameUpdateEvents().delete_flight(flight))
else:
flight.abort()
EventStream.put_nowait(GameUpdateEvents().update_flight(flight))
def delete_flight(self, flight: Flight) -> None:
"""Removes the given flight from the package."""
index = self.package.flights.index(flight)
self.beginRemoveRows(QModelIndex(), index, index)
self.package.remove_flight(flight)
self.endRemoveRows()
self.update_tot()
self.game_model.release_freq(flight.frequency)
self.game_model.release_tacan(flight.tacan)
def flight_at_index(self, index: QModelIndex) -> Flight:
"""Returns the flight located at the given index."""
return self.package.flights[index.row()]
def set_tot(self, tot: datetime.timedelta) -> None:
self.package.time_over_target = tot
self.update_tot()
def set_asap(self, asap: bool) -> None:
self.package.auto_asap = asap
self.update_tot()
def update_tot(self) -> None:
if self.package.auto_asap:
self.package.set_tot_asap()
self.tot_changed.emit()
# For some reason this is needed to make the UI update quickly.
self.layoutChanged.emit()
@property
def mission_target(self) -> MissionTarget:
"""Returns the mission target of the package."""
package = self.package
target = package.target
return target
@property
def description(self) -> str:
"""Returns the description of the package."""
return self.package.package_description
@property
def flights(self) -> Iterator[Flight]:
"""Iterates over the flights in the package."""
for flight in self.package.flights:
yield flight
def on_sim_update(self, _events: GameUpdateEvents) -> None:
self.dataChanged.emit(self.index(0), self.index(self.rowCount()))
class AtoModel(QAbstractListModel):
"""The model for an AirTaskingOrder."""
PackageRole = Qt.UserRole
client_slots_changed = Signal()
packages_changed = Signal()
def __init__(self, game_model: GameModel, ato: AirTaskingOrder) -> None:
super().__init__()
self.game_model = game_model
self.ato = ato
self.package_models = DeletableChildModelManager(PackageModel, game_model)
self.game_model.sim_controller.sim_update.connect(self.on_sim_update)
@property
def game(self) -> Optional[Game]:
return self.game_model.game
def rowCount(self, parent: QModelIndex = QModelIndex()) -> int:
return len(self.ato.packages)
def data(self, index: QModelIndex, role: int = Qt.DisplayRole) -> Any:
if not index.isValid():
return None
package = self.ato.packages[index.row()]
if role == Qt.DisplayRole:
return f"{package.package_description} {package.target.name}"
elif role == AtoModel.PackageRole:
return package
return None
def add_package(self, package: Package) -> None:
"""Adds a package to the ATO."""
self.beginInsertRows(QModelIndex(), self.rowCount(), self.rowCount())
self.ato.add_package(package)
# We do not need to send events for new flights in the package here. Events were
# already sent when the flights were added to the in-progress package.
self.endInsertRows()
# noinspection PyUnresolvedReferences
self.client_slots_changed.emit()
self.on_packages_changed()
def cancel_or_abort_package_at_index(self, index: QModelIndex) -> None:
"""Removes the package at the given index from the ATO."""
self.cancel_or_abort_package(self.package_at_index(index))
def cancel_or_abort_package(self, package: Package) -> None:
with EventStream.event_context() as events:
if all(f.state.cancelable for f in package.flights):
events.delete_flights_in_package(package)
self._delete_package(package)
return
package_model = self.find_matching_package_model(package)
for flight in package.flights:
if flight.state.cancelable:
package_model.delete_flight(flight)
events.delete_flight(flight)
else:
flight.abort()
events.update_flight(flight)
def _delete_package(self, package: Package) -> None:
"""Removes the given package from the ATO."""
self.package_models.release(package)
index = self.ato.packages.index(package)
self.beginRemoveRows(QModelIndex(), index, index)
self.ato.remove_package(package)
self.endRemoveRows()
# noinspection PyUnresolvedReferences
self.client_slots_changed.emit()
self.on_packages_changed()
self.release_comms_for_package(package)
def on_packages_changed(self) -> None:
if self.game is not None:
with EventStream.event_context() as events:
self.game.compute_unculled_zones(events)
def package_at_index(self, index: QModelIndex) -> Package:
"""Returns the package at the given index."""
return self.ato.packages[index.row()]
def replace_from_game(self, player: bool) -> None:
"""Updates the ATO object to match the updated game object.
If the game is None (as is the case when no game has been loaded), an
empty ATO will be used.
"""
self.beginResetModel()
self.package_models.clear()
if self.game is not None:
if player:
self.ato = self.game.blue.ato
else:
self.ato = self.game.red.ato
else:
self.ato = AirTaskingOrder()
self.endResetModel()
# noinspection PyUnresolvedReferences
self.client_slots_changed.emit()
def get_package_model(self, index: QModelIndex) -> PackageModel:
"""Returns a model for the package at the given index."""
return self.package_models.acquire(self.package_at_index(index))
def find_matching_package_model(self, package: Package) -> Optional[PackageModel]:
for model in self.packages:
if model.package == package:
return model
return None
@property
def packages(self) -> Iterator[PackageModel]:
"""Iterates over all the packages in the ATO."""
for package in self.ato.packages:
yield self.package_models.acquire(package)
def on_sim_update(self, _events: GameUpdateEvents) -> None:
self.dataChanged.emit(self.index(0), self.index(self.rowCount()))
def release_comms_for_package(self, package: Package):
self.game_model.release_freq(package.frequency)
for f in package.flights:
self.game_model.release_freq(f.frequency)
self.game_model.release_tacan(f.tacan)
class TransferModel(QAbstractListModel):
"""The model for a ground unit transfer."""
TransferRole = Qt.UserRole
def __init__(self, game_model: GameModel) -> None:
super().__init__()
self.game_model = game_model
@property
def transfers(self) -> PendingTransfers:
return self.game_model.game.coalition_for(player=True).transfers
def rowCount(self, parent: QModelIndex = QModelIndex()) -> int:
return self.transfers.pending_transfer_count
def data(self, index: QModelIndex, role: int = Qt.DisplayRole) -> Any:
if not index.isValid():
return None
transfer = self.transfer_at_index(index)
if role == Qt.DisplayRole:
return self.text_for_transfer(transfer)
if role == Qt.DecorationRole:
return self.icon_for_transfer(transfer)
elif role == TransferModel.TransferRole:
return transfer
return None
@staticmethod
def text_for_transfer(transfer: TransferOrder) -> str:
"""Returns the text that should be displayed for the transfer."""
return str(transfer)
@staticmethod
def icon_for_transfer(_transfer: TransferOrder) -> Optional[QIcon]:
"""Returns the icon that should be displayed for the transfer."""
return None
def new_transfer(self, transfer: TransferOrder) -> None:
"""Updates the game with the new unit transfer."""
self.beginInsertRows(QModelIndex(), self.rowCount(), self.rowCount())
# TODO: Needs to regenerate base inventory tab.
self.transfers.new_transfer(transfer)
self.endInsertRows()
def cancel_transfer_at_index(self, index: QModelIndex) -> None:
"""Cancels the planned unit transfer at the given index."""
self.cancel_transfer(self.transfer_at_index(index))
def cancel_transfer(self, transfer: TransferOrder) -> None:
"""Cancels the planned unit transfer at the given index."""
index = self.transfers.index_of_transfer(transfer)
self.beginRemoveRows(QModelIndex(), index, index)
# TODO: Needs to regenerate base inventory tab.
self.transfers.cancel_transfer(transfer)
self.endRemoveRows()
def transfer_at_index(self, index: QModelIndex) -> TransferOrder:
"""Returns the transfer located at the given index."""
return self.transfers.transfer_at_index(index.row())
class AirWingModel(QAbstractListModel):
"""The model for an air wing."""
SquadronRole = Qt.UserRole
def __init__(self, game_model: GameModel, player: bool) -> None:
super().__init__()
self.game_model = game_model
self.player = player
def rowCount(self, parent: QModelIndex = QModelIndex()) -> int:
return self.game_model.game.air_wing_for(self.player).size
def data(self, index: QModelIndex, role: int = Qt.DisplayRole) -> Any:
if not index.isValid():
return None
squadron = self.squadron_at_index(index)
if role == Qt.DisplayRole:
return self.text_for_squadron(squadron)
if role == Qt.DecorationRole:
return self.icon_for_squadron(squadron)
elif role == AirWingModel.SquadronRole:
return squadron
return None
@staticmethod
def text_for_squadron(squadron: Squadron) -> str:
"""Returns the text that should be displayed for the squadron."""
return str(squadron)
@staticmethod
def icon_for_squadron(squadron: Squadron) -> Optional[QIcon]:
"""Returns the icon that should be displayed for the squadron."""
"""Replace slashes with underscores because slashes are not allowed in filenames"""
name = squadron.aircraft.dcs_id.replace("/", "_")
if name in AIRCRAFT_ICONS:
return QIcon(AIRCRAFT_ICONS[name])
return None
def squadron_at_index(self, index: QModelIndex) -> Squadron:
"""Returns the squadron located at the given index."""
return self.game_model.game.air_wing_for(self.player).squadron_at_index(
index.row()
)
class SquadronModel(QAbstractListModel):
"""The model for a squadron."""
PilotRole = Qt.UserRole
def __init__(self, squadron: Squadron) -> None:
super().__init__()
self.squadron = squadron
def rowCount(self, parent: QModelIndex = QModelIndex()) -> int:
return self.squadron.number_of_pilots_including_inactive
def data(self, index: QModelIndex, role: int = Qt.DisplayRole) -> Any:
if not index.isValid():
return None
pilot = self.pilot_at_index(index)
if role == Qt.DisplayRole:
return self.text_for_pilot(pilot)
if role == Qt.DecorationRole:
return self.icon_for_pilot(pilot)
elif role == SquadronModel.PilotRole:
return pilot
return None
@staticmethod
def text_for_pilot(pilot: Pilot) -> str:
"""Returns the text that should be displayed for the pilot."""
return pilot.name
@staticmethod
def icon_for_pilot(_pilot: Pilot) -> Optional[QIcon]:
"""Returns the icon that should be displayed for the pilot."""
return None
def pilot_at_index(self, index: QModelIndex) -> Pilot:
"""Returns the pilot located at the given index."""
return self.squadron.pilot_at_index(index.row())
def toggle_ai_state(self, index: QModelIndex) -> None:
pilot = self.pilot_at_index(index)
self.beginResetModel()
pilot.player = not pilot.player
self.endResetModel()
def toggle_leave_state(self, index: QModelIndex) -> None:
pilot = self.pilot_at_index(index)
self.beginResetModel()
if pilot.on_leave:
self.squadron.return_from_leave(pilot)
else:
self.squadron.send_on_leave(pilot)
self.endResetModel()
def is_auto_assignable(self, task: FlightType) -> bool:
return task in self.squadron.auto_assignable_mission_types
def set_auto_assignable(self, task: FlightType, auto_assignable: bool) -> None:
if auto_assignable:
self.squadron.auto_assignable_mission_types.add(task)
else:
self.squadron.auto_assignable_mission_types.remove(task)
class GameModel:
"""A model for the Game object.
This isn't a real Qt data model, but simplifies management of the game and
its ATO objects.
"""
def __init__(self, game: Optional[Game], sim_controller: SimController) -> None:
self.game: Optional[Game] = game
self.sim_controller = sim_controller
self.transfer_model = TransferModel(self)
self.blue_air_wing_model = AirWingModel(self, player=True)
if self.game is None:
self.ato_model = AtoModel(self, AirTaskingOrder())
self.red_ato_model = AtoModel(self, AirTaskingOrder())
else:
self.ato_model = AtoModel(self, self.game.blue.ato)
self.red_ato_model = AtoModel(self, self.game.red.ato)
# For UI purposes
self.allocated_freqs: list[RadioFrequency] = list()
self.allocated_tacan: list[TacanChannel] = list()
self.allocated_icls: list[int] = list()
self.init_comms_registry()
def ato_model_for(self, player: bool) -> AtoModel:
if player:
return self.ato_model
return self.red_ato_model
def set(self, game: Optional[Game]) -> None:
"""Updates the managed Game object.
The argument will be None when no game has been loaded. In this state,
much of the UI is still visible and needs to handle that behavior. To
simplify that case, the AtoModel will model an empty ATO when no game is
loaded.
"""
self.game = game
self.ato_model.replace_from_game(player=True)
self.red_ato_model.replace_from_game(player=False)
def get(self) -> Game:
if self.game is None:
raise RuntimeError("GameModel has no Game set")
return self.game
def init_comms_registry(self) -> None:
if self.game is None:
return
allocated_freqs = {None}
allocated_tacan = {None}
allocated_icls = {None}
for p in self.ato_model.ato.packages:
allocated_freqs.add(p.frequency)
for f in p.flights:
allocated_freqs.add(f.frequency)
allocated_tacan.add(f.tacan)
for cp in self.game.theater.control_points_for(True):
if isinstance(cp, NavalControlPoint):
allocated_freqs.add(cp.frequency)
allocated_freqs.add(cp.link4)
allocated_tacan.add(cp.tacan)
allocated_icls.add(cp.icls_channel)
elif isinstance(cp, RadioFrequencyContainer):
allocated_freqs.add(cp.frequency)
allocated_freqs.remove(None)
allocated_tacan.remove(None)
allocated_icls.remove(None)
self.allocated_freqs = list(allocated_freqs)
self.allocated_tacan = list(allocated_tacan)
self.allocated_icls = list(allocated_icls)
def release_freq(self, freq: RadioFrequency):
if freq:
try:
self.allocated_freqs.remove(freq)
except ValueError:
pass
def release_tacan(self, tacan: TacanChannel):
if tacan:
try:
self.allocated_tacan.remove(tacan)
except ValueError:
pass