mirror of
https://github.com/dcs-liberation/dcs_liberation.git
synced 2025-11-10 14:22:26 +00:00
Add BAI planning against supply routes.
This currently is only supported for player flights. I have no idea how to create an AI flight plan that won't just get them killed. AI-only BAI missions against supply routes will warn the player on mission creation.
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2b06d8a096
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@ -6,6 +6,8 @@ from collections import defaultdict
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from dataclasses import dataclass, field
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from typing import Dict, Iterator, List, Optional
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from dcs import Point
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from game.theater import FlightType, MissionTarget
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from game.theater.controlpoint import ControlPoint
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@ -97,3 +99,25 @@ class SupplyRoute:
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current = previous
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path.reverse()
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return path
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class SupplyRouteLink(MissionTarget):
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def __init__(self, a: ControlPoint, b: ControlPoint) -> None:
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self.control_point_a = a
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self.control_point_b = b
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super().__init__(
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f"Supply route between {a} and {b}",
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Point((a.position.x + b.position.x) / 2, (a.position.y + b.position.y) / 2),
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)
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def mission_types(self, for_player: bool) -> Iterator[FlightType]:
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yield from [
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FlightType.BAI,
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# TODO: Escort
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# TODO: SEAD
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# TODO: Recon
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# TODO: TARCAP
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]
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def is_friendly(self, to_player: bool) -> bool:
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return self.control_point_a.captured
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@ -30,6 +30,7 @@ from game.theater import (
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SamGroundObject,
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TheaterGroundObject,
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)
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from game.theater.supplyroutes import SupplyRouteLink
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from game.theater.theatergroundobject import EwrGroundObject
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from game.utils import Distance, Speed, feet, meters, nautical_miles
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from .closestairfields import ObjectiveDistanceCache
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@ -466,6 +467,25 @@ class CasFlightPlan(PatrollingFlightPlan):
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return self.patrol_end
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@dataclass(frozen=True)
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class ConvoyInterdictionFlightPlan(PatrollingFlightPlan):
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takeoff: FlightWaypoint
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land: FlightWaypoint
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divert: Optional[FlightWaypoint]
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def iter_waypoints(self) -> Iterator[FlightWaypoint]:
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yield self.takeoff
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yield from self.nav_to
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yield from [
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self.patrol_start,
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self.patrol_end,
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]
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yield from self.nav_from
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yield self.land
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if self.divert is not None:
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yield self.divert
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@dataclass(frozen=True)
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class TarCapFlightPlan(PatrollingFlightPlan):
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takeoff: FlightWaypoint
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@ -1014,7 +1034,7 @@ class FlightPlanBuilder:
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hold_duration=timedelta(hours=4),
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)
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def generate_bai(self, flight: Flight) -> StrikeFlightPlan:
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def generate_bai(self, flight: Flight) -> FlightPlan:
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"""Generates a BAI flight plan.
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Args:
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@ -1022,6 +1042,9 @@ class FlightPlanBuilder:
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"""
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location = self.package.target
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if isinstance(location, SupplyRouteLink):
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return self.generate_supply_route_bai(flight, location)
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if not isinstance(location, TheaterGroundObject):
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raise InvalidObjectiveLocation(flight.flight_type, location)
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@ -1034,6 +1057,60 @@ class FlightPlanBuilder:
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flight, location, FlightWaypointType.INGRESS_BAI, targets
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)
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def generate_supply_route_bai(
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self, flight: Flight, location: SupplyRouteLink
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) -> ConvoyInterdictionFlightPlan:
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"""Generates a BAI flight plan for attacking a supply route.
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These flight plans are extremely rough because we do not know where the roads
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are. For now they're mostly only usable by players. The flight plan includes a
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start and end patrol point matching the end points of the convoy's route and a
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30 minute time on station. It is up to the player to find the target.
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Args:
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flight: The flight to generate the flight plan for.
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location: The supply route link to attack.
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"""
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origin = self.package_airfield()
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a_dist = origin.distance_to(location.control_point_a)
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b_dist = origin.distance_to(location.control_point_b)
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if a_dist < b_dist:
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near = location.control_point_a
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far = location.control_point_b
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else:
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near = location.control_point_b
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far = location.control_point_a
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patrol_alt = meters(
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random.randint(
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int(self.doctrine.min_patrol_altitude.meters),
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int(self.doctrine.max_patrol_altitude.meters),
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)
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)
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builder = WaypointBuilder(flight, self.game, self.is_player)
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start, end = builder.convoy_search(near, far, patrol_alt)
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return ConvoyInterdictionFlightPlan(
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self.package,
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flight,
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takeoff=builder.takeoff(flight.departure),
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nav_to=builder.nav_path(
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flight.departure.position, near.position, patrol_alt
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),
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nav_from=builder.nav_path(
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far.position, flight.arrival.position, patrol_alt
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),
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patrol_start=start,
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patrol_end=end,
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land=builder.land(flight.arrival),
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divert=builder.divert(flight.divert),
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# Not relevant because player only.
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engagement_distance=meters(0),
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patrol_duration=timedelta(minutes=30),
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)
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def generate_anti_ship(self, flight: Flight) -> StrikeFlightPlan:
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"""Generates an anti-ship flight plan.
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@ -349,6 +349,63 @@ class WaypointBuilder:
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self.race_track_end(end, altitude),
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)
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@staticmethod
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def convoy_search_start(
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control_point: ControlPoint, altitude: Distance
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) -> FlightWaypoint:
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"""Creates a convoy search start waypoint.
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Args:
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control_point: Control point for the beginning of the search.
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altitude: Altitude of the racetrack.
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"""
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waypoint = FlightWaypoint(
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FlightWaypointType.INGRESS_BAI,
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control_point.position.x,
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control_point.position.y,
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altitude,
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)
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waypoint.name = control_point.name
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waypoint.description = "Beginning of convoy search area"
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waypoint.pretty_name = "Search start"
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return waypoint
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@staticmethod
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def convoy_search_end(
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control_point: ControlPoint, altitude: Distance
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) -> FlightWaypoint:
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"""Creates a convoy search start waypoint.
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Args:
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control_point: Control point for the beginning of the search.
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altitude: Altitude of the racetrack.
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"""
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waypoint = FlightWaypoint(
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FlightWaypointType.EGRESS,
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control_point.position.x,
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control_point.position.y,
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altitude,
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)
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waypoint.name = control_point.name
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waypoint.description = "End of convoy search area"
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waypoint.pretty_name = "Search end"
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return waypoint
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def convoy_search(
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self, start: ControlPoint, end: ControlPoint, altitude: Distance
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) -> Tuple[FlightWaypoint, FlightWaypoint]:
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"""Creates two waypoint for a convoy search path.
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Args:
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start: The beginning convoy search waypoint.
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end: The ending convoy search waypoint.
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altitude: The convoy search altitude.
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"""
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return (
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self.convoy_search_start(start, altitude),
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self.convoy_search_end(end, altitude),
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)
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@staticmethod
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def orbit(start: Point, altitude: Distance) -> FlightWaypoint:
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"""Creates an circular orbit point.
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@ -16,6 +16,8 @@ import qt_ui.uiconstants as CONST
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from game import Game
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from game.event.airwar import AirWarEvent
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from gen.ato import Package
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from gen.flights.flight import FlightType
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from gen.flights.flightplan import ConvoyInterdictionFlightPlan
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from gen.flights.traveltime import TotEstimator
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from qt_ui.models import GameModel
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from qt_ui.widgets.QBudgetBox import QBudgetBox
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@ -199,6 +201,36 @@ class QTopPanel(QFrame):
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)
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return result == QMessageBox.Yes
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def ato_has_ai_convoy_interdiction(self) -> bool:
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for package in self.game.blue_ato.packages:
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for flight in package.flights:
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if (
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isinstance(flight.flight_plan, ConvoyInterdictionFlightPlan)
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and not flight.client_count
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):
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return True
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return False
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def confirm_ai_convoy_interdiction_launch(self) -> bool:
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result = QMessageBox.question(
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self,
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"Continue with AI convoy interdiction missions?",
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(
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"AI only convoy interdiction missions were planned. AI behavior for "
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"these missions has not been developed so they will probably get "
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"themselves killed. Continuing is not recommended.<br />"
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"<br />"
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"To remove AI convoy interdiction missions, delete any BAI flights "
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"that are planned against supply route objectives.<br />"
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"<br />"
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"Click 'Yes' to continue with AI only convoy interdiction missions."
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"<br /><br />Click 'No' to cancel and revise your flight planning."
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),
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QMessageBox.No,
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QMessageBox.Yes,
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)
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return result == QMessageBox.Yes
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def confirm_negative_start_time(self, negative_starts: List[Package]) -> bool:
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formatted = "<br />".join(
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[f"{p.primary_task} {p.target.name}" for p in negative_starts]
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@ -241,6 +273,12 @@ class QTopPanel(QFrame):
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if not self.ato_has_clients() and not self.confirm_no_client_launch():
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return
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if (
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self.ato_has_ai_convoy_interdiction()
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and not self.confirm_ai_convoy_interdiction_launch()
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):
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return
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negative_starts = self.negative_start_packages()
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if negative_starts:
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if not self.confirm_negative_start_time(negative_starts):
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@ -3,10 +3,19 @@ from typing import List, Optional
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from PySide2.QtCore import Qt
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from PySide2.QtGui import QColor, QPen
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from PySide2.QtWidgets import QGraphicsItem, QGraphicsLineItem
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from PySide2.QtWidgets import (
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QAction,
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QGraphicsItem,
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QGraphicsLineItem,
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QGraphicsSceneContextMenuEvent,
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QGraphicsSceneHoverEvent,
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QMenu,
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)
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from game.theater import ControlPoint
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from game.theater.supplyroutes import SupplyRouteLink
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from game.transfers import RoadTransferOrder
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from qt_ui.dialogs import Dialog
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from qt_ui.uiconstants import COLORS
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@ -28,6 +37,7 @@ class SupplyRouteSegment(QGraphicsLineItem):
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self.convoys = convoys
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self.setPen(self.make_pen())
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self.setToolTip(self.make_tooltip())
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self.setAcceptHoverEvents(True)
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@cached_property
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def convoy_size(self) -> int:
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@ -71,3 +81,33 @@ class SupplyRouteSegment(QGraphicsLineItem):
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@property
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def has_convoys(self) -> bool:
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return bool(self.convoys)
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@property
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def targetable(self) -> bool:
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return self.convoys and not self.control_point_a.captured
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def contextMenuEvent(self, event: QGraphicsSceneContextMenuEvent) -> None:
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# Can only plan missions against enemy supply routes that have convoys.
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if not self.targetable:
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super().contextMenuEvent(event)
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return
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menu = QMenu("Menu")
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new_package_action = QAction(f"New package")
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new_package_action.triggered.connect(self.open_new_package_dialog)
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menu.addAction(new_package_action)
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menu.exec_(event.screenPos())
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def open_new_package_dialog(self) -> None:
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"""Opens the dialog for planning a new mission package."""
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Dialog.open_new_package_dialog(
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SupplyRouteLink(self.control_point_a, self.control_point_b)
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)
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def hoverEnterEvent(self, event: QGraphicsSceneHoverEvent):
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if self.targetable:
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self.setCursor(Qt.PointingHandCursor)
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else:
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super().hoverEnterEvent(event)
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