mirror of
https://github.com/dcs-liberation/dcs_liberation.git
synced 2025-11-10 14:22:26 +00:00
Redo convoy attack flight plans.
The previous flight plan only makes sense if the convoy will make it a significant distance from its starting point. At road speeds over the typical mission duration this is not true, so we can actually plan this as if it was a strike mission near the origin point and that's close enough. There's some cleanup work to do here that I've added todos for. Fixes https://github.com/Khopa/dcs_liberation/issues/996
This commit is contained in:
parent
3f16c0378a
commit
50d8e08a34
@ -1,10 +1,9 @@
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from __future__ import annotations
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from game.theater.theatergroundobject import TheaterGroundObject
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import logging
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import os
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from pathlib import Path
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from typing import TYPE_CHECKING, Iterable, List, Optional, Set
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from typing import Iterable, List, Optional, Set, TYPE_CHECKING
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from dcs import Mission
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from dcs.action import DoScript, DoScriptFile
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@ -14,7 +13,9 @@ from dcs.lua.parse import loads
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from dcs.mapping import Point
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from dcs.translation import String
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from dcs.triggers import TriggerStart
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from game.plugins import LuaPluginManager
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from game.theater.theatergroundobject import TheaterGroundObject
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from gen import Conflict, FlightType, VisualGenerator
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from gen.aircraft import AIRCRAFT_DATA, AircraftConflictGenerator, FlightData
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from gen.airfields import AIRFIELD_DATA
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@ -31,7 +32,6 @@ from gen.naming import namegen
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from gen.radios import RadioFrequency, RadioRegistry
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from gen.tacan import TacanRegistry
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from gen.triggergen import TRIGGER_RADIUS_MEDIUM, TriggersGenerator
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from .. import db
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from ..theater import Airfield
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from ..unitmap import UnitMap
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@ -43,18 +43,13 @@ if TYPE_CHECKING:
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class Operation:
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"""Static class for managing the final Mission generation"""
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current_mission = None # type: Mission
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airgen = None # type: AircraftConflictGenerator
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triggersgen = None # type: TriggersGenerator
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airsupportgen = None # type: AirSupportConflictGenerator
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visualgen = None # type: VisualGenerator
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groundobjectgen = None # type: GroundObjectsGenerator
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briefinggen = None # type: BriefingGenerator
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forcedoptionsgen = None # type: ForcedOptionsGenerator
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radio_registry: Optional[RadioRegistry] = None
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tacan_registry: Optional[TacanRegistry] = None
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game = None # type: Game
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environment_settings = None
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current_mission: Mission
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airgen: AircraftConflictGenerator
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airsupportgen: AirSupportConflictGenerator
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groundobjectgen: GroundObjectsGenerator
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radio_registry: RadioRegistry
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tacan_registry: TacanRegistry
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game: Game
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trigger_radius = TRIGGER_RADIUS_MEDIUM
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is_quick = None
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player_awacs_enabled = True
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@ -309,13 +304,13 @@ class Operation:
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# Set mission time and weather conditions.
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EnvironmentGenerator(cls.current_mission, cls.game.conditions).generate()
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cls._generate_ground_units()
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cls._generate_convoys()
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cls._generate_destroyed_units()
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cls._generate_air_units()
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cls.assign_channels_to_flights(
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cls.airgen.flights, cls.airsupportgen.air_support
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)
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cls._generate_ground_conflicts()
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cls._generate_convoys()
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# Triggers
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triggersgen = TriggersGenerator(cls.current_mission, cls.game)
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@ -6,8 +6,6 @@ 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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@ -99,25 +97,3 @@ 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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@ -3,8 +3,10 @@ from dataclasses import dataclass, field
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from typing import Dict, Iterator, List, Type
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from dcs.unittype import VehicleType
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from game.theater import ControlPoint
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from game.theater import ControlPoint, MissionTarget
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from game.theater.supplyroutes import SupplyRoute
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from gen.naming import namegen
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from gen.flights.flight import FlightType
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@dataclass
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@ -35,6 +37,8 @@ class RoadTransferOrder(TransferOrder):
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#: point a turn through the supply line.
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position: ControlPoint = field(init=False)
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name: str = field(init=False, default_factory=namegen.next_convoy_name)
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def __post_init__(self) -> None:
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self.position = self.origin
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@ -46,6 +50,27 @@ class RoadTransferOrder(TransferOrder):
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return self.path()[0]
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class Convoy(MissionTarget):
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def __init__(self, transfer: RoadTransferOrder) -> None:
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self.transfer = transfer
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count = sum(c for c in transfer.units.values())
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super().__init__(
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f"{transfer.name} of {count} units moving from {transfer.position} to "
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f"{transfer.destination}",
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transfer.position.position,
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)
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def mission_types(self, for_player: bool) -> Iterator[FlightType]:
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if self.is_friendly(for_player):
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return
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yield FlightType.BAI
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yield from super().mission_types(for_player)
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def is_friendly(self, to_player: bool) -> bool:
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return self.transfer.position.captured
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class PendingTransfers:
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def __init__(self) -> None:
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self.pending_transfers: List[RoadTransferOrder] = []
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@ -72,7 +72,7 @@ from dcs.task import (
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)
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from dcs.terrain.terrain import Airport, NoParkingSlotError
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from dcs.triggers import Event, TriggerOnce, TriggerRule
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from dcs.unitgroup import FlyingGroup, ShipGroup, StaticGroup
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from dcs.unitgroup import FlyingGroup, ShipGroup, StaticGroup, VehicleGroup
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from dcs.unittype import FlyingType, UnitType
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from game import db
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@ -88,6 +88,7 @@ from game.theater.controlpoint import (
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OffMapSpawn,
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)
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from game.theater.theatergroundobject import TheaterGroundObject
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from game.transfers import Convoy, RoadTransferOrder
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from game.unitmap import UnitMap
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from game.utils import Distance, meters, nautical_miles
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from gen.ato import AirTaskingOrder, Package
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@ -1691,25 +1692,30 @@ class BaiIngressBuilder(PydcsWaypointBuilder):
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def build(self) -> MovingPoint:
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waypoint = super().build()
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# TODO: Add common "UnitGroupTarget" base type.
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target_group = self.package.target
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if isinstance(target_group, TheaterGroundObject):
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tgroup = self.mission.find_group(target_group.group_name)
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if tgroup is not None:
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task = AttackGroup(tgroup.id, weapon_type=WeaponType.Auto)
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task.params["attackQtyLimit"] = False
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task.params["directionEnabled"] = False
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task.params["altitudeEnabled"] = False
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task.params["groupAttack"] = True
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waypoint.tasks.append(task)
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else:
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logging.error(
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"Could not find group for BAI mission %s", target_group.group_name
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)
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group_name = target_group.group_name
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elif isinstance(target_group, Convoy):
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group_name = target_group.transfer.name
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else:
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logging.error(
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"Unexpected target type for BAI mission: %s",
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target_group.__class__.__name__,
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)
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return waypoint
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group = self.mission.find_group(group_name)
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if group is None:
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logging.error("Could not find group for BAI mission %s", group_name)
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return waypoint
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task = AttackGroup(group.id, weapon_type=WeaponType.Auto)
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task.params["attackQtyLimit"] = False
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task.params["directionEnabled"] = False
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task.params["altitudeEnabled"] = False
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task.params["groupAttack"] = True
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waypoint.tasks.append(task)
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return waypoint
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@ -12,6 +12,7 @@ from dcs.unittype import VehicleType
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from game.transfers import RoadTransferOrder
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from game.unitmap import UnitMap
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from game.utils import kph
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if TYPE_CHECKING:
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from game import Game
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@ -26,24 +27,26 @@ class ConvoyGenerator:
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def generate(self) -> None:
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# Reset the count to make generation deterministic.
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self.count = itertools.count()
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for transfer in self.game.transfers:
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self.generate_convoy_for(transfer)
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def generate_convoy_for(self, transfer: RoadTransferOrder) -> None:
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def generate_convoy_for(self, transfer: RoadTransferOrder) -> VehicleGroup:
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next_hop = transfer.path()[0]
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origin = transfer.position.convoy_spawns[next_hop]
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destination = next_hop.convoy_spawns[transfer.position]
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group = self._create_mixed_unit_group(
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f"Convoy {next(self.count)}",
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transfer.name,
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origin,
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transfer.units,
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transfer.player,
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)
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group.add_waypoint(destination, move_formation=PointAction.OnRoad)
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group.add_waypoint(
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destination, speed=kph(40).kph, move_formation=PointAction.OnRoad
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)
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self.make_drivable(group)
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self.unit_map.add_convoy_units(group, transfer)
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return group
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def _create_mixed_unit_group(
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self,
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@ -30,8 +30,8 @@ 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.transfers import Convoy
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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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from .flight import Flight, FlightType, FlightWaypoint, FlightWaypointType
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@ -467,25 +467,6 @@ 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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@ -1042,75 +1023,22 @@ 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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targets: List[StrikeTarget] = []
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for group in location.groups:
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if group.units:
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targets.append(StrikeTarget(f"{group.name} at {location.name}", group))
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if isinstance(location, TheaterGroundObject):
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for group in location.groups:
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if group.units:
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targets.append(
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StrikeTarget(f"{group.name} at {location.name}", group)
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)
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elif isinstance(location, Convoy):
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targets.append(StrikeTarget(location.name, location))
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else:
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raise InvalidObjectiveLocation(flight.flight_type, location)
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return self.strike_flightplan(
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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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@ -16,6 +16,8 @@ from dcs.mapping import Point
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from dcs.unit import Unit
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from dcs.unitgroup import Group, VehicleGroup
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from game.transfers import Convoy
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if TYPE_CHECKING:
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from game import Game
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@ -32,7 +34,7 @@ from .flight import Flight, FlightWaypoint, FlightWaypointType
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@dataclass(frozen=True)
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class StrikeTarget:
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name: str
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target: Union[VehicleGroup, TheaterGroundObject, Unit, Group]
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target: Union[VehicleGroup, TheaterGroundObject, Unit, Group, Convoy]
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class WaypointBuilder:
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@ -349,63 +351,6 @@ 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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@ -463,7 +408,7 @@ class WaypointBuilder:
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end: The end of the sweep.
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altitude: The sweep altitude.
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"""
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return (self.sweep_start(start, altitude), self.sweep_end(end, altitude))
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return self.sweep_start(start, altitude), self.sweep_end(end, altitude)
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def escort(
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self, ingress: Point, target: MissionTarget, egress: Point
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@ -250,6 +250,7 @@ class NameGenerator:
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||||
number = 0
|
||||
infantry_number = 0
|
||||
aircraft_number = 0
|
||||
convoy_number = 0
|
||||
|
||||
ANIMALS = ANIMALS
|
||||
existing_alphas: List[str] = []
|
||||
@ -258,6 +259,7 @@ class NameGenerator:
|
||||
def reset(cls):
|
||||
cls.number = 0
|
||||
cls.infantry_number = 0
|
||||
cls.convoy_number = 0
|
||||
cls.ANIMALS = ANIMALS
|
||||
cls.existing_alphas = []
|
||||
|
||||
@ -266,6 +268,7 @@ class NameGenerator:
|
||||
cls.number = 0
|
||||
cls.infantry_number = 0
|
||||
cls.aircraft_number = 0
|
||||
cls.convoy_number = 0
|
||||
|
||||
@classmethod
|
||||
def next_aircraft_name(cls, country: Country, parent_base_id: int, flight: Flight):
|
||||
@ -327,6 +330,11 @@ class NameGenerator:
|
||||
cls.number += 1
|
||||
return "carrier|{}|{}|0|".format(country.id, cls.number)
|
||||
|
||||
@classmethod
|
||||
def next_convoy_name(cls) -> str:
|
||||
cls.convoy_number += 1
|
||||
return f"Convoy {cls.convoy_number:04}"
|
||||
|
||||
@classmethod
|
||||
def random_objective_name(cls):
|
||||
if len(cls.ANIMALS) == 0:
|
||||
|
||||
@ -16,8 +16,6 @@ import qt_ui.uiconstants as CONST
|
||||
from game import Game
|
||||
from game.event.airwar import AirWarEvent
|
||||
from gen.ato import Package
|
||||
from gen.flights.flight import FlightType
|
||||
from gen.flights.flightplan import ConvoyInterdictionFlightPlan
|
||||
from gen.flights.traveltime import TotEstimator
|
||||
from qt_ui.models import GameModel
|
||||
from qt_ui.widgets.QBudgetBox import QBudgetBox
|
||||
@ -201,36 +199,6 @@ class QTopPanel(QFrame):
|
||||
)
|
||||
return result == QMessageBox.Yes
|
||||
|
||||
def ato_has_ai_convoy_interdiction(self) -> bool:
|
||||
for package in self.game.blue_ato.packages:
|
||||
for flight in package.flights:
|
||||
if (
|
||||
isinstance(flight.flight_plan, ConvoyInterdictionFlightPlan)
|
||||
and not flight.client_count
|
||||
):
|
||||
return True
|
||||
return False
|
||||
|
||||
def confirm_ai_convoy_interdiction_launch(self) -> bool:
|
||||
result = QMessageBox.question(
|
||||
self,
|
||||
"Continue with AI convoy interdiction missions?",
|
||||
(
|
||||
"AI only convoy interdiction missions were planned. AI behavior for "
|
||||
"these missions has not been developed so they will probably get "
|
||||
"themselves killed. Continuing is not recommended.<br />"
|
||||
"<br />"
|
||||
"To remove AI convoy interdiction missions, delete any BAI flights "
|
||||
"that are planned against supply route objectives.<br />"
|
||||
"<br />"
|
||||
"Click 'Yes' to continue with AI only convoy interdiction missions."
|
||||
"<br /><br />Click 'No' to cancel and revise your flight planning."
|
||||
),
|
||||
QMessageBox.No,
|
||||
QMessageBox.Yes,
|
||||
)
|
||||
return result == QMessageBox.Yes
|
||||
|
||||
def confirm_negative_start_time(self, negative_starts: List[Package]) -> bool:
|
||||
formatted = "<br />".join(
|
||||
[f"{p.primary_task} {p.target.name}" for p in negative_starts]
|
||||
@ -273,12 +241,6 @@ class QTopPanel(QFrame):
|
||||
if not self.ato_has_clients() and not self.confirm_no_client_launch():
|
||||
return
|
||||
|
||||
if (
|
||||
self.ato_has_ai_convoy_interdiction()
|
||||
and not self.confirm_ai_convoy_interdiction_launch()
|
||||
):
|
||||
return
|
||||
|
||||
negative_starts = self.negative_start_packages()
|
||||
if negative_starts:
|
||||
if not self.confirm_negative_start_time(negative_starts):
|
||||
|
||||
@ -4,18 +4,12 @@ from typing import List, Optional
|
||||
from PySide2.QtCore import Qt
|
||||
from PySide2.QtGui import QColor, QPen
|
||||
from PySide2.QtWidgets import (
|
||||
QAction,
|
||||
QGraphicsItem,
|
||||
QGraphicsLineItem,
|
||||
QGraphicsSceneContextMenuEvent,
|
||||
QGraphicsSceneHoverEvent,
|
||||
QMenu,
|
||||
)
|
||||
|
||||
from game.theater import ControlPoint
|
||||
from game.theater.supplyroutes import SupplyRouteLink
|
||||
from game.transfers import RoadTransferOrder
|
||||
from qt_ui.dialogs import Dialog
|
||||
from qt_ui.uiconstants import COLORS
|
||||
|
||||
|
||||
@ -39,12 +33,16 @@ class SupplyRouteSegment(QGraphicsLineItem):
|
||||
self.setToolTip(self.make_tooltip())
|
||||
self.setAcceptHoverEvents(True)
|
||||
|
||||
@property
|
||||
def has_convoys(self) -> bool:
|
||||
return bool(self.convoys)
|
||||
|
||||
@cached_property
|
||||
def convoy_size(self) -> int:
|
||||
return sum(sum(c.units.values()) for c in self.convoys)
|
||||
|
||||
def make_tooltip(self) -> str:
|
||||
if not self.convoys:
|
||||
if not self.has_convoys:
|
||||
return "No convoys present on this supply route."
|
||||
units = "units" if self.convoy_size > 1 else "unit"
|
||||
|
||||
@ -77,37 +75,3 @@ class SupplyRouteSegment(QGraphicsLineItem):
|
||||
pen.setStyle(self.line_style)
|
||||
pen.setWidth(6)
|
||||
return pen
|
||||
|
||||
@property
|
||||
def has_convoys(self) -> bool:
|
||||
return bool(self.convoys)
|
||||
|
||||
@property
|
||||
def targetable(self) -> bool:
|
||||
return self.convoys and not self.control_point_a.captured
|
||||
|
||||
def contextMenuEvent(self, event: QGraphicsSceneContextMenuEvent) -> None:
|
||||
# Can only plan missions against enemy supply routes that have convoys.
|
||||
if not self.targetable:
|
||||
super().contextMenuEvent(event)
|
||||
return
|
||||
|
||||
menu = QMenu("Menu")
|
||||
|
||||
new_package_action = QAction(f"New package")
|
||||
new_package_action.triggered.connect(self.open_new_package_dialog)
|
||||
menu.addAction(new_package_action)
|
||||
|
||||
menu.exec_(event.screenPos())
|
||||
|
||||
def open_new_package_dialog(self) -> None:
|
||||
"""Opens the dialog for planning a new mission package."""
|
||||
Dialog.open_new_package_dialog(
|
||||
SupplyRouteLink(self.control_point_a, self.control_point_b)
|
||||
)
|
||||
|
||||
def hoverEnterEvent(self, event: QGraphicsSceneHoverEvent):
|
||||
if self.targetable:
|
||||
self.setCursor(Qt.PointingHandCursor)
|
||||
else:
|
||||
super().hoverEnterEvent(event)
|
||||
|
||||
101
qt_ui/windows/basemenu/DepartingConvoysMenu.py
Normal file
101
qt_ui/windows/basemenu/DepartingConvoysMenu.py
Normal file
@ -0,0 +1,101 @@
|
||||
from PySide2.QtCore import Qt
|
||||
from PySide2.QtWidgets import (
|
||||
QFrame,
|
||||
QGridLayout,
|
||||
QGroupBox,
|
||||
QLabel,
|
||||
QPushButton,
|
||||
QScrollArea,
|
||||
QVBoxLayout,
|
||||
QWidget,
|
||||
)
|
||||
|
||||
from game import db
|
||||
from game.theater import ControlPoint
|
||||
from game.transfers import Convoy, RoadTransferOrder
|
||||
from qt_ui.dialogs import Dialog
|
||||
from qt_ui.models import GameModel
|
||||
from qt_ui.uiconstants import VEHICLES_ICONS
|
||||
|
||||
|
||||
class DepartingConvoyInfo(QGroupBox):
|
||||
def __init__(self, convoy: RoadTransferOrder, game_model: GameModel) -> None:
|
||||
super().__init__(f"To {convoy.destination}")
|
||||
self.convoy = convoy
|
||||
|
||||
main_layout = QVBoxLayout()
|
||||
self.setLayout(main_layout)
|
||||
|
||||
unit_layout = QGridLayout()
|
||||
main_layout.addLayout(unit_layout)
|
||||
|
||||
for idx, (unit_type, count) in enumerate(convoy.units.items()):
|
||||
icon = QLabel()
|
||||
if unit_type.id in VEHICLES_ICONS.keys():
|
||||
icon.setPixmap(VEHICLES_ICONS[unit_type.id])
|
||||
else:
|
||||
icon.setText("<b>" + unit_type.id[:8] + "</b>")
|
||||
icon.setProperty("style", "icon-armor")
|
||||
unit_layout.addWidget(icon, idx, 0)
|
||||
unit_display_name = db.unit_get_expanded_info(
|
||||
game_model.game.enemy_country, unit_type, "name"
|
||||
)
|
||||
unit_layout.addWidget(
|
||||
QLabel(f"{count} x <strong>{unit_display_name}</strong>"),
|
||||
idx,
|
||||
1,
|
||||
)
|
||||
|
||||
if not convoy.units:
|
||||
unit_layout.addWidget(QLabel("/"), 0, 0)
|
||||
|
||||
attack_button = QPushButton("Attack")
|
||||
attack_button.setProperty("style", "btn-danger")
|
||||
attack_button.setMaximumWidth(180)
|
||||
attack_button.clicked.connect(self.on_attack)
|
||||
main_layout.addWidget(attack_button, 0, Qt.AlignLeft)
|
||||
|
||||
def on_attack(self):
|
||||
# TODO: Maintain Convoy list in Game.
|
||||
# The fact that we create these here makes some of the other bookkeeping
|
||||
# complicated. We could instead generate this at the start of the turn (and
|
||||
# update whenever transfers are created or canceled) and also use that time to
|
||||
# precalculate things like the next stop and group names.
|
||||
Dialog.open_new_package_dialog(Convoy(self.convoy), parent=self.window())
|
||||
|
||||
|
||||
class DepartingConvoysList(QFrame):
|
||||
def __init__(self, cp: ControlPoint, game_model: GameModel):
|
||||
super().__init__()
|
||||
self.cp = cp
|
||||
self.game_model = game_model
|
||||
self.setMinimumWidth(500)
|
||||
|
||||
layout = QVBoxLayout()
|
||||
self.setLayout(layout)
|
||||
|
||||
scroll_content = QWidget()
|
||||
task_box_layout = QGridLayout()
|
||||
scroll_content.setLayout(task_box_layout)
|
||||
|
||||
for convoy in game_model.game.transfers:
|
||||
if convoy.position != cp:
|
||||
continue
|
||||
group_info = DepartingConvoyInfo(convoy, game_model)
|
||||
task_box_layout.addWidget(group_info)
|
||||
|
||||
scroll_content.setLayout(task_box_layout)
|
||||
scroll = QScrollArea()
|
||||
scroll.setHorizontalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
|
||||
scroll.setVerticalScrollBarPolicy(Qt.ScrollBarAlwaysOn)
|
||||
scroll.setWidgetResizable(True)
|
||||
scroll.setWidget(scroll_content)
|
||||
layout.addWidget(scroll)
|
||||
|
||||
|
||||
class DepartingConvoysMenu(QFrame):
|
||||
def __init__(self, cp: ControlPoint, game_model: GameModel):
|
||||
super().__init__()
|
||||
layout = QVBoxLayout()
|
||||
layout.addWidget(DepartingConvoysList(cp, game_model))
|
||||
self.setLayout(layout)
|
||||
@ -2,6 +2,7 @@ from PySide2.QtWidgets import QTabWidget
|
||||
|
||||
from game.theater import ControlPoint, OffMapSpawn, Fob
|
||||
from qt_ui.models import GameModel
|
||||
from qt_ui.windows.basemenu.DepartingConvoysMenu import DepartingConvoysMenu
|
||||
from qt_ui.windows.basemenu.airfield.QAirfieldCommand import QAirfieldCommand
|
||||
from qt_ui.windows.basemenu.base_defenses.QBaseDefensesHQ import QBaseDefensesHQ
|
||||
from qt_ui.windows.basemenu.ground_forces.QGroundForcesHQ import QGroundForcesHQ
|
||||
@ -18,27 +19,28 @@ class QBaseMenuTabs(QTabWidget):
|
||||
self.addTab(self.base_defenses_hq, "Base Defenses")
|
||||
self.intel = QIntelInfo(cp, game_model.game)
|
||||
self.addTab(self.intel, "Intel")
|
||||
|
||||
self.departing_convoys = DepartingConvoysMenu(cp, game_model)
|
||||
self.addTab(self.departing_convoys, "Departing Convoys")
|
||||
return
|
||||
|
||||
if isinstance(cp, Fob):
|
||||
self.ground_forces_hq = QGroundForcesHQ(cp, game_model)
|
||||
self.addTab(self.ground_forces_hq, "Ground Forces HQ")
|
||||
if cp.helipads:
|
||||
self.airfield_command = QAirfieldCommand(cp, game_model)
|
||||
self.addTab(self.airfield_command, "Heliport")
|
||||
self.base_defenses_hq = QBaseDefensesHQ(cp, game_model.game)
|
||||
self.addTab(self.base_defenses_hq, "Base Defenses")
|
||||
else:
|
||||
self.airfield_command = QAirfieldCommand(cp, game_model)
|
||||
self.addTab(self.airfield_command, "Airfield Command")
|
||||
|
||||
if cp:
|
||||
if isinstance(cp, Fob):
|
||||
self.ground_forces_hq = QGroundForcesHQ(cp, game_model)
|
||||
self.addTab(self.ground_forces_hq, "Ground Forces HQ")
|
||||
if cp.helipads:
|
||||
self.airfield_command = QAirfieldCommand(cp, game_model)
|
||||
self.addTab(self.airfield_command, "Heliport")
|
||||
self.base_defenses_hq = QBaseDefensesHQ(cp, game_model.game)
|
||||
self.addTab(self.base_defenses_hq, "Base Defenses")
|
||||
else:
|
||||
|
||||
self.airfield_command = QAirfieldCommand(cp, game_model)
|
||||
self.addTab(self.airfield_command, "Airfield Command")
|
||||
|
||||
if cp.is_carrier:
|
||||
self.base_defenses_hq = QBaseDefensesHQ(cp, game_model.game)
|
||||
self.addTab(self.base_defenses_hq, "Fleet")
|
||||
elif not isinstance(cp, OffMapSpawn):
|
||||
self.ground_forces_hq = QGroundForcesHQ(cp, game_model)
|
||||
self.addTab(self.ground_forces_hq, "Ground Forces HQ")
|
||||
self.base_defenses_hq = QBaseDefensesHQ(cp, game_model.game)
|
||||
self.addTab(self.base_defenses_hq, "Base Defenses")
|
||||
if cp.is_carrier:
|
||||
self.base_defenses_hq = QBaseDefensesHQ(cp, game_model.game)
|
||||
self.addTab(self.base_defenses_hq, "Fleet")
|
||||
elif not isinstance(cp, OffMapSpawn):
|
||||
self.ground_forces_hq = QGroundForcesHQ(cp, game_model)
|
||||
self.addTab(self.ground_forces_hq, "Ground Forces HQ")
|
||||
self.base_defenses_hq = QBaseDefensesHQ(cp, game_model.game)
|
||||
self.addTab(self.base_defenses_hq, "Base Defenses")
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user