dcs-retribution/qt_ui/widgets/map/QLiberationMap.py
Dan Albert 15db12fb21 Fix TOT/start for BARCAPs in other packages.
We were only getting BARCAP results right in BARCAP packages. This
fixes calculations of TOTs and start times for BARCAPs in strike
packages.

The probably needs some refactoring. BARCAP is just the symptomatic
example at the moment, but the real problem is that different mission
profiles exist and we currently only handle one. Making profiles
explicit in mission planning will clean this up, will be needed for
other future mission types, and makes it easier for us to alter
behavior for waypoint and timing decisions based on the aircraft or
mission type.
2020-10-23 22:28:51 -07:00

560 lines
23 KiB
Python

from __future__ import annotations
import datetime
import logging
from typing import List, Optional, Tuple
from PySide2.QtCore import QPointF, Qt
from PySide2.QtGui import (
QBrush,
QColor,
QFont,
QPen,
QPixmap,
QPolygonF,
QWheelEvent,
)
from PySide2.QtWidgets import (
QFrame,
QGraphicsItem,
QGraphicsOpacityEffect,
QGraphicsScene,
QGraphicsView,
)
from dcs import Point
from dcs.mapping import point_from_heading
import qt_ui.uiconstants as CONST
from game import Game, db
from game.data.aaa_db import AAA_UNITS
from game.data.radar_db import UNITS_WITH_RADAR
from game.utils import meter_to_feet
from game.weather import TimeOfDay
from gen import Conflict, PackageWaypointTiming
from gen.ato import Package
from gen.flights.flight import Flight, FlightWaypoint, FlightWaypointType
from qt_ui.displayoptions import DisplayOptions
from qt_ui.models import GameModel
from qt_ui.widgets.map.QFrontLine import QFrontLine
from qt_ui.widgets.map.QLiberationScene import QLiberationScene
from qt_ui.widgets.map.QMapControlPoint import QMapControlPoint
from qt_ui.widgets.map.QMapGroundObject import QMapGroundObject
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
from theater import ControlPoint, FrontLine
class QLiberationMap(QGraphicsView):
WAYPOINT_SIZE = 4
instance: Optional[QLiberationMap] = None
def __init__(self, game_model: GameModel):
super(QLiberationMap, self).__init__()
QLiberationMap.instance = self
self.game_model = game_model
self.game: Optional[Game] = game_model.game
self.waypoint_info_font = QFont()
self.waypoint_info_font.setPointSize(12)
self.flight_path_items: List[QGraphicsItem] = []
# A tuple of (package index, flight index), or none.
self.selected_flight: Optional[Tuple[int, int]] = None
self.setMinimumSize(800, 600)
self.setMaximumHeight(2160)
self._zoom = 0
self.factor = 1
self.factorized = 1
self.init_scene()
self.setGame(game_model.game)
GameUpdateSignal.get_instance().flight_paths_changed.connect(
lambda: self.draw_flight_plans(self.scene())
)
def update_package_selection(index: int) -> None:
# Optional[int] isn't a valid type for a Qt signal. None will be
# converted to zero automatically. We use -1 to indicate no
# selection.
if index == -1:
self.selected_flight = None
else:
self.selected_flight = index, 0
self.draw_flight_plans(self.scene())
GameUpdateSignal.get_instance().package_selection_changed.connect(
update_package_selection
)
def update_flight_selection(index: int) -> None:
if self.selected_flight is None:
if index != -1:
# We don't know what order update_package_selection and
# update_flight_selection will be called in when the last
# package is removed. If no flight is selected, it's not a
# problem to also have no package selected.
logging.error(
"Flight was selected with no package selected")
return
# Optional[int] isn't a valid type for a Qt signal. None will be
# converted to zero automatically. We use -1 to indicate no
# selection.
if index == -1:
self.selected_flight = self.selected_flight[0], None
self.selected_flight = self.selected_flight[0], index
self.draw_flight_plans(self.scene())
GameUpdateSignal.get_instance().flight_selection_changed.connect(
update_flight_selection
)
def init_scene(self):
scene = QLiberationScene(self)
self.setScene(scene)
self.setTransformationAnchor(QGraphicsView.AnchorUnderMouse)
self.setResizeAnchor(QGraphicsView.AnchorUnderMouse)
self.setBackgroundBrush(QBrush(QColor(30, 30, 30)))
self.setFrameShape(QFrame.NoFrame)
self.setDragMode(QGraphicsView.ScrollHandDrag)
def setGame(self, game: Optional[Game]):
self.game = game
logging.debug("Reloading Map Canvas")
if self.game is not None:
self.reload_scene()
"""
Uncomment to set up theather reference points
def keyPressEvent(self, event):
#super(QLiberationMap, self).keyPressEvent(event)
numpad_mod = int(event.modifiers()) & QtCore.Qt.KeypadModifier
i = 0
for k,v in self.game.theater.reference_points.items():
if i == 0:
point_0 = k
else:
point_1 = k
i = i + 1
if event.key() == QtCore.Qt.Key_Down:
self.game.theater.reference_points[point_0] = self.game.theater.reference_points[point_0][0] + 10, self.game.theater.reference_points[point_0][1]
if event.key() == QtCore.Qt.Key_Up:
self.game.theater.reference_points[point_0] = self.game.theater.reference_points[point_0][0] - 10, self.game.theater.reference_points[point_0][1]
if event.key() == QtCore.Qt.Key_Left:
self.game.theater.reference_points[point_0] = self.game.theater.reference_points[point_0][0], self.game.theater.reference_points[point_0][1] + 10
if event.key() == QtCore.Qt.Key_Right:
self.game.theater.reference_points[point_0] = self.game.theater.reference_points[point_0][0], self.game.theater.reference_points[point_0][1] - 10
if event.key() == QtCore.Qt.Key_2 and numpad_mod:
self.game.theater.reference_points[point_1] = self.game.theater.reference_points[point_1][0] + 10, self.game.theater.reference_points[point_1][1]
if event.key() == QtCore.Qt.Key_8 and numpad_mod:
self.game.theater.reference_points[point_1] = self.game.theater.reference_points[point_1][0] - 10, self.game.theater.reference_points[point_1][1]
if event.key() == QtCore.Qt.Key_4 and numpad_mod:
self.game.theater.reference_points[point_1] = self.game.theater.reference_points[point_1][0], self.game.theater.reference_points[point_1][1] + 10
if event.key() == QtCore.Qt.Key_6 and numpad_mod:
self.game.theater.reference_points[point_1] = self.game.theater.reference_points[point_1][0], self.game.theater.reference_points[point_1][1] - 10
print(self.game.theater.reference_points)
self.reload_scene()
"""
def reload_scene(self):
scene = self.scene()
scene.clear()
playerColor = self.game.get_player_color()
enemyColor = self.game.get_enemy_color()
self.addBackground()
# Uncomment below to help set up theater reference points
#for i, r in enumerate(self.game.theater.reference_points.items()):
# text = scene.addText(str(r), font=QFont("Trebuchet MS", 10, weight=5, italic=False))
# text.setPos(0, i * 24)
# Display Culling
if DisplayOptions.culling and self.game.settings.perf_culling:
culling_points = self.game_model.game.get_culling_points()
culling_distance = self.game_model.game.settings.perf_culling_distance
for point in culling_points:
culling_distance_point = Point(point.x + culling_distance*1000, point.y + culling_distance*1000)
distance_point = self._transform_point(culling_distance_point)
transformed = self._transform_point(point)
diameter = distance_point[0] - transformed[0]
scene.addEllipse(transformed[0]-diameter/2, transformed[1]-diameter/2, diameter, diameter, CONST.COLORS["transparent"], CONST.COLORS["light_green_transparent"])
for cp in self.game.theater.controlpoints:
pos = self._transform_point(cp.position)
scene.addItem(QMapControlPoint(self, pos[0] - CONST.CP_SIZE / 2,
pos[1] - CONST.CP_SIZE / 2,
CONST.CP_SIZE,
CONST.CP_SIZE, cp, self.game_model))
if cp.captured:
pen = QPen(brush=CONST.COLORS[playerColor])
brush = CONST.COLORS[playerColor+"_transparent"]
else:
pen = QPen(brush=CONST.COLORS[enemyColor])
brush = CONST.COLORS[enemyColor+"_transparent"]
added_objects = []
for ground_object in cp.ground_objects:
if ground_object.obj_name in added_objects:
continue
go_pos = self._transform_point(ground_object.position)
if not ground_object.airbase_group:
buildings = self.game.theater.find_ground_objects_by_obj_name(ground_object.obj_name)
scene.addItem(QMapGroundObject(self, go_pos[0], go_pos[1], 14, 12, cp, ground_object, self.game, buildings))
is_aa = ground_object.category == "aa"
should_display = ((DisplayOptions.sam_ranges and cp.captured)
or
(DisplayOptions.enemy_sam_ranges and not cp.captured))
if is_aa and should_display:
threat_range = 0
detection_range = 0
can_fire = False
if ground_object.groups:
for g in ground_object.groups:
for u in g.units:
unit = db.unit_type_from_name(u.type)
if unit in UNITS_WITH_RADAR or unit in AAA_UNITS:
can_fire = True
if unit.detection_range > detection_range:
detection_range = unit.detection_range
if unit.threat_range > threat_range:
threat_range = unit.threat_range
if can_fire:
threat_pos = self._transform_point(Point(ground_object.position.x+threat_range,
ground_object.position.y+threat_range))
detection_pos = self._transform_point(Point(ground_object.position.x+detection_range,
ground_object.position.y+detection_range))
threat_radius = Point(*go_pos).distance_to_point(Point(*threat_pos))
detection_radius = Point(*go_pos).distance_to_point(Point(*detection_pos))
# Add detection range circle
if DisplayOptions.detection_range:
scene.addEllipse(go_pos[0] - detection_radius/2 + 7, go_pos[1] - detection_radius/2 + 6,
detection_radius, detection_radius, self.detection_pen(cp.captured))
# Add threat range circle
scene.addEllipse(go_pos[0] - threat_radius / 2 + 7, go_pos[1] - threat_radius / 2 + 6,
threat_radius, threat_radius, self.threat_pen(cp.captured))
added_objects.append(ground_object.obj_name)
for cp in self.game.theater.enemy_points():
if DisplayOptions.lines:
self.scene_create_lines_for_cp(cp, playerColor, enemyColor)
for cp in self.game.theater.player_points():
if DisplayOptions.lines:
self.scene_create_lines_for_cp(cp, playerColor, enemyColor)
self.draw_flight_plans(scene)
for cp in self.game.theater.controlpoints:
pos = self._transform_point(cp.position)
text = scene.addText(cp.name, font=CONST.FONT_MAP)
text.setPos(pos[0] + CONST.CP_SIZE, pos[1] - CONST.CP_SIZE / 2)
text = scene.addText(cp.name, font=CONST.FONT_MAP)
text.setDefaultTextColor(Qt.white)
text.setPos(pos[0] + CONST.CP_SIZE + 1, pos[1] - CONST.CP_SIZE / 2 + 1)
def clear_flight_paths(self, scene: QGraphicsScene) -> None:
for item in self.flight_path_items:
try:
scene.removeItem(item)
except RuntimeError:
# Something may have caused those items to already be removed.
pass
self.flight_path_items.clear()
def draw_flight_plans(self, scene: QGraphicsScene) -> None:
self.clear_flight_paths(scene)
if DisplayOptions.flight_paths.hide:
return
packages = list(self.game_model.ato_model.packages)
if self.game.settings.show_red_ato:
packages.extend(self.game_model.red_ato_model.packages)
for p_idx, package_model in enumerate(packages):
for f_idx, flight in enumerate(package_model.flights):
if self.selected_flight is None:
selected = False
else:
selected = (p_idx, f_idx) == self.selected_flight
if DisplayOptions.flight_paths.only_selected and not selected:
continue
self.draw_flight_plan(scene, package_model.package, flight,
selected)
def draw_flight_plan(self, scene: QGraphicsScene, package: Package,
flight: Flight, selected: bool) -> None:
is_player = flight.from_cp.captured
pos = self._transform_point(flight.from_cp.position)
self.draw_waypoint(scene, pos, is_player, selected)
prev_pos = tuple(pos)
drew_target = False
target_types = (
FlightWaypointType.TARGET_GROUP_LOC,
FlightWaypointType.TARGET_POINT,
FlightWaypointType.TARGET_SHIP,
)
for idx, point in enumerate(flight.points):
new_pos = self._transform_point(Point(point.x, point.y))
self.draw_flight_path(scene, prev_pos, new_pos, is_player,
selected)
self.draw_waypoint(scene, new_pos, is_player, selected)
if selected and DisplayOptions.waypoint_info:
if point.waypoint_type in target_types:
if drew_target:
# Don't draw dozens of targets over each other.
continue
drew_target = True
self.draw_waypoint_info(scene, idx + 1, point, new_pos, package,
flight)
prev_pos = tuple(new_pos)
self.draw_flight_path(scene, prev_pos, pos, is_player, selected)
def draw_waypoint(self, scene: QGraphicsScene, position: Tuple[int, int],
player: bool, selected: bool) -> None:
waypoint_pen = self.waypoint_pen(player, selected)
waypoint_brush = self.waypoint_brush(player, selected)
self.flight_path_items.append(scene.addEllipse(
position[0], position[1], self.WAYPOINT_SIZE,
self.WAYPOINT_SIZE, waypoint_pen, waypoint_brush
))
def draw_waypoint_info(self, scene: QGraphicsScene, number: int,
waypoint: FlightWaypoint, position: Tuple[int, int],
package: Package, flight: Flight) -> None:
timing = PackageWaypointTiming.for_package(package)
altitude = meter_to_feet(waypoint.alt)
altitude_type = "AGL" if waypoint.alt_type == "RADIO" else "MSL"
prefix = "TOT"
time = timing.tot_for_waypoint(flight, waypoint)
if time is None:
prefix = "Depart"
time = timing.depart_time_for_waypoint(waypoint, flight)
if time is None:
tot = ""
else:
tot = f"{prefix} T+{datetime.timedelta(seconds=time)}"
pen = QPen(QColor("black"), 0.3)
brush = QColor("white")
text = "\n".join([
f"{number} {waypoint.name}",
f"{altitude} ft {altitude_type}",
tot,
])
item = scene.addSimpleText(text, self.waypoint_info_font)
item.setFlag(QGraphicsItem.ItemIgnoresTransformations)
item.setBrush(brush)
item.setPen(pen)
item.moveBy(position[0] + 8, position[1])
item.setZValue(2)
self.flight_path_items.append(item)
def draw_flight_path(self, scene: QGraphicsScene, pos0: Tuple[int, int],
pos1: Tuple[int, int], player: bool,
selected: bool) -> None:
flight_path_pen = self.flight_path_pen(player, selected)
# Draw the line to the *middle* of the waypoint.
offset = self.WAYPOINT_SIZE // 2
self.flight_path_items.append(scene.addLine(
pos0[0] + offset, pos0[1] + offset,
pos1[0] + offset, pos1[1] + offset,
flight_path_pen
))
def scene_create_lines_for_cp(self, cp: ControlPoint, playerColor, enemyColor):
scene = self.scene()
pos = self._transform_point(cp.position)
for connected_cp in cp.connected_points:
pos2 = self._transform_point(connected_cp.position)
if not cp.captured:
color = CONST.COLORS["dark_"+enemyColor]
elif cp.captured:
color = CONST.COLORS["dark_"+playerColor]
else:
color = CONST.COLORS["dark_"+enemyColor]
pen = QPen(brush=color)
pen.setColor(color)
pen.setWidth(6)
if cp.captured and not connected_cp.captured and Conflict.has_frontline_between(cp, connected_cp):
if not cp.captured:
scene.addLine(pos[0], pos[1], pos2[0], pos2[1], pen=pen)
else:
posx, h = Conflict.frontline_position(self.game.theater, cp, connected_cp)
pos2 = self._transform_point(posx)
scene.addLine(pos[0], pos[1], pos2[0], pos2[1], pen=pen)
p1 = point_from_heading(pos2[0], pos2[1], h+180, 25)
p2 = point_from_heading(pos2[0], pos2[1], h, 25)
scene.addItem(QFrontLine(p1[0], p1[1], p2[0], p2[1],
FrontLine(cp, connected_cp)))
else:
scene.addLine(pos[0], pos[1], pos2[0], pos2[1], pen=pen)
def wheelEvent(self, event: QWheelEvent):
if event.angleDelta().y() > 0:
factor = 1.25
self._zoom += 1
if self._zoom < 10:
self.scale(factor, factor)
self.factorized *= factor
else:
self._zoom = 9
else:
factor = 0.8
self._zoom -= 1
if self._zoom > -5:
self.scale(factor, factor)
self.factorized *= factor
else:
self._zoom = -4
#print(self.factorized, factor, self._zoom)
def _transform_point(self, p: Point, treshold=30) -> (int, int):
point_a = list(self.game.theater.reference_points.keys())[0]
point_a_img = self.game.theater.reference_points[point_a]
point_b = list(self.game.theater.reference_points.keys())[1]
point_b_img = self.game.theater.reference_points[point_b]
Y_dist = point_a_img[0] - point_b_img[0]
lon_dist = point_a[1] - point_b[1]
X_dist = point_a_img[1] - point_b_img[1]
lat_dist = point_b[0] - point_a[0]
Y_scale = float(Y_dist) / float(lon_dist)
X_scale = float(X_dist) / float(lat_dist)
# ---
Y_offset = p.x - point_a[0]
X_offset = p.y - point_a[1]
X = point_b_img[1] + X_offset * X_scale
Y = point_a_img[0] - Y_offset * Y_scale
#X += 5
#Y += 5
return X > treshold and X or treshold, Y > treshold and Y or treshold
def highlight_color(self, transparent: Optional[bool] = False) -> QColor:
return QColor(255, 255, 0, 20 if transparent else 255)
def base_faction_color_name(self, player: bool) -> str:
if player:
return self.game.get_player_color()
else:
return self.game.get_enemy_color()
def waypoint_pen(self, player: bool, selected: bool) -> QColor:
if selected and DisplayOptions.flight_paths.all:
return self.highlight_color()
name = self.base_faction_color_name(player)
return CONST.COLORS[name]
def waypoint_brush(self, player: bool, selected: bool) -> QColor:
if selected and DisplayOptions.flight_paths.all:
return self.highlight_color(transparent=True)
name = self.base_faction_color_name(player)
return CONST.COLORS[f"{name}_transparent"]
def threat_pen(self, player: bool) -> QPen:
if player:
color = "blue"
else:
color = "red"
qpen = QPen(CONST.COLORS[color])
return qpen
def detection_pen(self, player: bool) -> QPen:
if player:
color = "purple"
else:
color = "yellow"
qpen = QPen(CONST.COLORS[color])
qpen.setStyle(Qt.DotLine)
return qpen
def flight_path_pen(self, player: bool, selected: bool) -> QPen:
if selected and DisplayOptions.flight_paths.all:
return self.highlight_color()
name = self.base_faction_color_name(player)
color = CONST.COLORS[name]
pen = QPen(brush=color)
pen.setColor(color)
pen.setWidth(1)
pen.setStyle(Qt.DashDotLine)
return pen
def addBackground(self):
scene = self.scene()
if not DisplayOptions.map_poly:
bg = QPixmap("./resources/" + self.game.theater.overview_image)
scene.addPixmap(bg)
# Apply graphical effects to simulate current daytime
if self.game.current_turn_time_of_day == TimeOfDay.Day:
pass
elif self.game.current_turn_time_of_day == TimeOfDay.Night:
ov = QPixmap(bg.width(), bg.height())
ov.fill(CONST.COLORS["night_overlay"])
overlay = scene.addPixmap(ov)
effect = QGraphicsOpacityEffect()
effect.setOpacity(0.7)
overlay.setGraphicsEffect(effect)
else:
ov = QPixmap(bg.width(), bg.height())
ov.fill(CONST.COLORS["dawn_dust_overlay"])
overlay = scene.addPixmap(ov)
effect = QGraphicsOpacityEffect()
effect.setOpacity(0.3)
overlay.setGraphicsEffect(effect)
else:
# Polygon display mode
if self.game.theater.landmap is not None:
for sea_zone in self.game.theater.landmap[2]:
print(sea_zone)
poly = QPolygonF([QPointF(*self._transform_point(Point(point[0], point[1]))) for point in sea_zone])
scene.addPolygon(poly, CONST.COLORS["sea_blue"], CONST.COLORS["sea_blue"])
for inclusion_zone in self.game.theater.landmap[0]:
poly = QPolygonF([QPointF(*self._transform_point(Point(point[0], point[1]))) for point in inclusion_zone])
scene.addPolygon(poly, CONST.COLORS["grey"], CONST.COLORS["dark_grey"])
for exclusion_zone in self.game.theater.landmap[1]:
poly = QPolygonF([QPointF(*self._transform_point(Point(point[0], point[1]))) for point in exclusion_zone])
scene.addPolygon(poly, CONST.COLORS["grey"], CONST.COLORS["dark_dark_grey"])