mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Mission planning has been completely redone. Missions are now planned by right clicking the target area and choosing "New package". A package can include multiple flights for the same objective. Right now the automatic flight planner is only fragging single-flight packages in the same manner that it used to, but that can be improved now. The air tasking order (ATO) is now the left bar of the main UI. This shows every fragged package, and the flights in the selected package. The info bar that was previously on the left is now a smaller bar at the bottom of the screen. The old "Mission Planning" button is now just the "Take Off" button. The flight plan display no longer shows enemy flight plans. That could be re-added if needed, probably with a difficulty/cheat option. Aircraft inventories have been disassociated from the Planner class. Aircraft inventories are now stored globally in the Game object. Save games made prior to this update will not be compatible do to the changes in how aircraft inventories and planned flights are stored.
385 lines
15 KiB
Python
385 lines
15 KiB
Python
import typing
|
|
from typing import Dict, Tuple
|
|
|
|
from PySide2.QtCore import Qt
|
|
from PySide2.QtGui import QBrush, QColor, QPen, QPixmap, QWheelEvent
|
|
from PySide2.QtWidgets import (
|
|
QFrame,
|
|
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.radar_db import UNITS_WITH_RADAR
|
|
from gen import Conflict
|
|
from gen.flights.flight import Flight
|
|
from qt_ui.models import GameModel
|
|
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
|
|
|
|
|
|
class QLiberationMap(QGraphicsView):
|
|
WAYPOINT_SIZE = 4
|
|
|
|
instance = None
|
|
display_rules: Dict[str, bool] = {
|
|
"cp": True,
|
|
"go": True,
|
|
"lines": True,
|
|
"events": True,
|
|
"sam": True,
|
|
"flight_paths": False
|
|
}
|
|
|
|
def __init__(self, game_model: GameModel):
|
|
super(QLiberationMap, self).__init__()
|
|
QLiberationMap.instance = self
|
|
self.game_model = game_model
|
|
|
|
self.frontline_vector_cache = {}
|
|
|
|
self.setMinimumSize(800,600)
|
|
self.setMaximumHeight(2160)
|
|
self._zoom = 0
|
|
self.factor = 1
|
|
self.factorized = 1
|
|
self.init_scene()
|
|
self.connectSignals()
|
|
self.setGame(game_model.game)
|
|
|
|
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 connectSignals(self):
|
|
GameUpdateSignal.get_instance().gameupdated.connect(self.setGame)
|
|
|
|
def setGame(self, game: Game):
|
|
self.game = game
|
|
print("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)
|
|
|
|
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))
|
|
|
|
if ground_object.category == "aa" and self.get_display_rule("sam"):
|
|
max_range = 0
|
|
has_radar = 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:
|
|
has_radar = True
|
|
if unit.threat_range > max_range:
|
|
max_range = unit.threat_range
|
|
if has_radar:
|
|
scene.addEllipse(go_pos[0] - max_range/300.0 + 8, go_pos[1] - max_range/300.0 + 8, max_range/150.0, max_range/150.0, CONST.COLORS["white_transparent"], CONST.COLORS["grey_transparent"])
|
|
added_objects.append(ground_object.obj_name)
|
|
|
|
for cp in self.game.theater.enemy_points():
|
|
if self.get_display_rule("lines"):
|
|
self.scene_create_lines_for_cp(cp, playerColor, enemyColor)
|
|
|
|
for cp in self.game.theater.player_points():
|
|
if self.get_display_rule("lines"):
|
|
self.scene_create_lines_for_cp(cp, playerColor, enemyColor)
|
|
|
|
if self.get_display_rule("flight_paths"):
|
|
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 draw_flight_plans(self, scene) -> None:
|
|
for package in self.game_model.ato_model.packages:
|
|
for flight in package.flights:
|
|
self.draw_flight_plan(scene, flight)
|
|
|
|
def draw_flight_plan(self, scene: QGraphicsScene, flight: Flight) -> None:
|
|
is_player = flight.from_cp.captured
|
|
pos = self._transform_point(flight.from_cp.position)
|
|
|
|
self.draw_waypoint(scene, pos, is_player)
|
|
prev_pos = tuple(pos)
|
|
for point in flight.points:
|
|
new_pos = self._transform_point(Point(point.x, point.y))
|
|
self.draw_flight_path(scene, prev_pos, new_pos, is_player)
|
|
self.draw_waypoint(scene, new_pos, is_player)
|
|
prev_pos = tuple(new_pos)
|
|
self.draw_flight_path(scene, prev_pos, pos, is_player)
|
|
|
|
def draw_waypoint(self, scene: QGraphicsScene, position: Tuple[int, int],
|
|
player: bool) -> None:
|
|
waypoint_pen = self.waypoint_pen(player)
|
|
waypoint_brush = self.waypoint_brush(player)
|
|
scene.addEllipse(position[0], position[1], self.WAYPOINT_SIZE,
|
|
self.WAYPOINT_SIZE, waypoint_pen, waypoint_brush)
|
|
|
|
def draw_flight_path(self, scene: QGraphicsScene, pos0: Tuple[int, int],
|
|
pos1: Tuple[int, int], player: bool):
|
|
flight_path_pen = self.flight_path_pen(player)
|
|
# Draw the line to the *middle* of the waypoint.
|
|
offset = self.WAYPOINT_SIZE // 2
|
|
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)
|
|
frontline_pen = QPen(brush=CONST.COLORS["bright_red"])
|
|
frontline_pen.setColor(CONST.COLORS["orange"])
|
|
frontline_pen.setWidth(8)
|
|
scene.addLine(p1[0], p1[1], p2[0], p2[1], pen=frontline_pen)
|
|
|
|
else:
|
|
scene.addLine(pos[0], pos[1], pos2[0], pos2[1], pen=pen)
|
|
|
|
def _frontline_vector(self, from_cp: ControlPoint, to_cp: ControlPoint):
|
|
# Cache mechanism to avoid performing frontline vector computation on every frame
|
|
key = str(from_cp.id) + "_" + str(to_cp.id)
|
|
if key in self.frontline_vector_cache:
|
|
return self.frontline_vector_cache[key]
|
|
else:
|
|
frontline = Conflict.frontline_vector(from_cp, to_cp, self.game.theater)
|
|
self.frontline_vector_cache[key] = frontline
|
|
return frontline
|
|
|
|
def _frontline_center(self, from_cp: ControlPoint, to_cp: ControlPoint) -> typing.Optional[Point]:
|
|
frontline_vector = self._frontline_vector(from_cp, to_cp)
|
|
if frontline_vector:
|
|
return frontline_vector[0].point_from_heading(frontline_vector[1], frontline_vector[2]/2)
|
|
else:
|
|
return None
|
|
|
|
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 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) -> QPen:
|
|
name = self.base_faction_color_name(player)
|
|
return QPen(brush=CONST.COLORS[name])
|
|
|
|
def waypoint_brush(self, player: bool) -> QColor:
|
|
name = self.base_faction_color_name(player)
|
|
return CONST.COLORS[f"{name}_transparent"]
|
|
|
|
def flight_path_pen(self, player: bool) -> QPen:
|
|
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()
|
|
|
|
bg = QPixmap("./resources/" + self.game.theater.overview_image)
|
|
scene.addPixmap(bg)
|
|
|
|
# Apply graphical effects to simulate current daytime
|
|
if self.game.current_turn_daytime == "day":
|
|
pass
|
|
elif self.game.current_turn_daytime == "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)
|
|
|
|
|
|
@staticmethod
|
|
def set_display_rule(rule: str, value: bool):
|
|
QLiberationMap.display_rules[rule] = value
|
|
QLiberationMap.instance.reload_scene()
|
|
QLiberationMap.instance.update()
|
|
|
|
@staticmethod
|
|
def get_display_rules() -> Dict[str, bool]:
|
|
return QLiberationMap.display_rules
|
|
|
|
@staticmethod
|
|
def get_display_rule(rule) -> bool:
|
|
return QLiberationMap.display_rules[rule]
|