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https://github.com/dcs-retribution/dcs-retribution.git
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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.
170 lines
6.6 KiB
Python
170 lines
6.6 KiB
Python
import logging
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from typing import Optional
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from PySide2.QtCore import Qt, Signal
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from PySide2.QtWidgets import (
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QDialog,
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QMessageBox,
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QPushButton,
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QVBoxLayout,
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)
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from dcs.planes import PlaneType
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from game import Game
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from gen.ato import Package
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from gen.flights.ai_flight_planner import FlightPlanner
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from gen.flights.flight import Flight, FlightType
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from qt_ui.uiconstants import EVENT_ICONS
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from qt_ui.widgets.QFlightSizeSpinner import QFlightSizeSpinner
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from qt_ui.widgets.QLabeledWidget import QLabeledWidget
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from qt_ui.widgets.combos.QAircraftTypeSelector import QAircraftTypeSelector
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from qt_ui.widgets.combos.QFlightTypeComboBox import QFlightTypeComboBox
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from qt_ui.widgets.combos.QOriginAirfieldSelector import QOriginAirfieldSelector
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from theater import ControlPoint, TheaterGroundObject
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class QFlightCreator(QDialog):
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created = Signal(Flight)
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def __init__(self, game: Game, package: Package) -> None:
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super().__init__()
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self.game = game
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self.package = package
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self.setWindowTitle("Create flight")
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self.setWindowIcon(EVENT_ICONS["strike"])
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layout = QVBoxLayout()
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# TODO: Limit task selection to those valid for the target type.
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self.task_selector = QFlightTypeComboBox()
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self.task_selector.setCurrentIndex(0)
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layout.addLayout(QLabeledWidget("Task:", self.task_selector))
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self.aircraft_selector = QAircraftTypeSelector(
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self.game.aircraft_inventory.available_types_for_player
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)
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self.aircraft_selector.setCurrentIndex(0)
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self.aircraft_selector.currentIndexChanged.connect(
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self.on_aircraft_changed)
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layout.addLayout(QLabeledWidget("Aircraft:", self.aircraft_selector))
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self.airfield_selector = QOriginAirfieldSelector(
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self.game.aircraft_inventory,
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[cp for cp in game.theater.controlpoints if cp.captured],
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self.aircraft_selector.currentData()
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)
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layout.addLayout(QLabeledWidget("Airfield:", self.airfield_selector))
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self.flight_size_spinner = QFlightSizeSpinner()
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layout.addLayout(QLabeledWidget("Count:", self.flight_size_spinner))
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layout.addStretch()
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self.create_button = QPushButton("Create")
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self.create_button.clicked.connect(self.create_flight)
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layout.addWidget(self.create_button, alignment=Qt.AlignRight)
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self.setLayout(layout)
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def verify_form(self) -> Optional[str]:
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aircraft: PlaneType = self.aircraft_selector.currentData()
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origin: ControlPoint = self.airfield_selector.currentData()
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size: int = self.flight_size_spinner.value()
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if not origin.captured:
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return f"{origin.name} is not owned by your coalition."
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available = origin.base.aircraft.get(aircraft, 0)
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if not available:
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return f"{origin.name} has no {aircraft.id} available."
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if size > available:
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return f"{origin.name} has only {available} {aircraft.id} available."
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return None
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def create_flight(self) -> None:
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error = self.verify_form()
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if error is not None:
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self.error_box("Could not create flight", error)
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return
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task = self.task_selector.currentData()
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aircraft = self.aircraft_selector.currentData()
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origin = self.airfield_selector.currentData()
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size = self.flight_size_spinner.value()
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flight = Flight(aircraft, size, origin, task)
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self.populate_flight_plan(flight, task)
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# noinspection PyUnresolvedReferences
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self.created.emit(flight)
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self.close()
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def on_aircraft_changed(self, index: int) -> None:
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new_aircraft = self.aircraft_selector.itemData(index)
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self.airfield_selector.change_aircraft(new_aircraft)
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@property
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def planner(self) -> FlightPlanner:
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return self.game.planners[self.airfield_selector.currentData().id]
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def populate_flight_plan(self, flight: Flight, task: FlightType) -> None:
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# TODO: Flesh out mission types.
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# Probably most important to add, since it's a regression, is CAS. Right
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# now it's not possible to frag a package on a front line though, and
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# that's the only location where CAS missions are valid.
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if task == FlightType.ANTISHIP:
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logging.error("Anti-ship flight plan generation not implemented")
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elif task == FlightType.BAI:
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logging.error("BAI flight plan generation not implemented")
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elif task == FlightType.BARCAP:
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self.generate_cap(flight)
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elif task == FlightType.CAP:
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self.generate_cap(flight)
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elif task == FlightType.CAS:
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logging.error("CAS flight plan generation not implemented")
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elif task == FlightType.DEAD:
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self.generate_sead(flight)
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elif task == FlightType.ELINT:
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logging.error("ELINT flight plan generation not implemented")
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elif task == FlightType.EVAC:
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logging.error("Evac flight plan generation not implemented")
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elif task == FlightType.EWAR:
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logging.error("EWar flight plan generation not implemented")
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elif task == FlightType.INTERCEPTION:
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logging.error("Intercept flight plan generation not implemented")
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elif task == FlightType.LOGISTICS:
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logging.error("Logistics flight plan generation not implemented")
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elif task == FlightType.RECON:
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logging.error("Recon flight plan generation not implemented")
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elif task == FlightType.SEAD:
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self.generate_sead(flight)
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elif task == FlightType.STRIKE:
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self.generate_strike(flight)
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elif task == FlightType.TARCAP:
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self.generate_cap(flight)
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elif task == FlightType.TROOP_TRANSPORT:
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logging.error(
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"Troop transport flight plan generation not implemented"
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)
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def generate_cap(self, flight: Flight) -> None:
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if not isinstance(self.package.target, ControlPoint):
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logging.error(
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"Could not create flight plan: CAP missions for strike targets "
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"not implemented"
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)
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return
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self.planner.generate_barcap(flight, self.package.target)
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def generate_sead(self, flight: Flight) -> None:
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self.planner.generate_sead(flight, self.package.target)
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def generate_strike(self, flight: Flight) -> None:
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if not isinstance(self.package.target, TheaterGroundObject):
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logging.error(
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"Could not create flight plan: strike missions for capture "
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"points not implemented"
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)
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return
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self.planner.generate_strike(flight, self.package.target)
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