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https://github.com/dcs-liberation/dcs_liberation.git
synced 2025-11-10 14:22:26 +00:00
Add UI for selecting weapon laser codes.
This makes it possible to have the right laser code set for hot start aircraft that (typically) do not allow changing laser codes when the engine is on.
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@ -6,6 +6,7 @@ Saves from 8.x are not compatible with 9.0.0.
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* **[Flight Planning]** Improved IP selection for targets that are near the center of a threat zone.
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* **[Flight Planning]** Improved IP selection for targets that are near the center of a threat zone.
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* **[Flight Planning]** Loadouts and aircraft properties can now be set per-flight member. Warning: AI flights should not use mixed loadouts.
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* **[Flight Planning]** Loadouts and aircraft properties can now be set per-flight member. Warning: AI flights should not use mixed loadouts.
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* **[Flight Planning]** Laser codes that are pre-assigned to weapons at mission start can now be chosen from a list in the loadout UI. This does not affect the aircraft's TGP, just the weapons. Currently only implemented for the F-15E S4+.
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* **[Modding]** Factions can now specify the ship type to be used for cargo shipping. The Handy Wind will be used by default, but WW2 factions can pick something more appropriate.
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* **[Modding]** Factions can now specify the ship type to be used for cargo shipping. The Handy Wind will be used by default, but WW2 factions can pick something more appropriate.
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* **[UI]** An error will be displayed when invalid fast-forward options are selected rather than beginning a never ending simulation.
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* **[UI]** An error will be displayed when invalid fast-forward options are selected rather than beginning a never ending simulation.
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* **[UI]** Added cheats for instantly repairing and destroying runways.
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* **[UI]** Added cheats for instantly repairing and destroying runways.
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@ -16,12 +16,15 @@ class FlightMember:
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self.loadout = loadout
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self.loadout = loadout
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self.use_custom_loadout = False
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self.use_custom_loadout = False
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self.tgp_laser_code: LaserCode | None = None
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self.tgp_laser_code: LaserCode | None = None
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self.weapon_laser_code: LaserCode | None = None
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self.properties: dict[str, bool | float | int] = {}
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self.properties: dict[str, bool | float | int] = {}
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@has_save_compat_for(9)
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@has_save_compat_for(9)
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def __setstate__(self, state: dict[str, Any]) -> None:
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def __setstate__(self, state: dict[str, Any]) -> None:
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if "tgp_laser_code" not in state:
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if "tgp_laser_code" not in state:
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state["tgp_laser_code"] = None
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state["tgp_laser_code"] = None
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if "weapon_laser_code" not in state:
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state["weapon_laser_code"] = None
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self.__dict__.update(state)
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self.__dict__.update(state)
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def assign_tgp_laser_code(self, code: LaserCode) -> None:
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def assign_tgp_laser_code(self, code: LaserCode) -> None:
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@ -36,6 +39,8 @@ class FlightMember:
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if self.tgp_laser_code is None:
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if self.tgp_laser_code is None:
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raise RuntimeError(f"{self.pilot} has no assigned laser code")
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raise RuntimeError(f"{self.pilot} has no assigned laser code")
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if self.weapon_laser_code == self.tgp_laser_code:
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self.weapon_laser_code = None
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self.tgp_laser_code.release()
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self.tgp_laser_code.release()
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self.tgp_laser_code = None
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self.tgp_laser_code = None
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@ -213,7 +213,11 @@ class FlightGroupConfigurator:
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def setup_props(self) -> None:
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def setup_props(self) -> None:
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for unit, member in zip(self.group.units, self.flight.iter_members()):
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for unit, member in zip(self.group.units, self.flight.iter_members()):
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for prop_id, value in member.properties.items():
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props = dict(member.properties)
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if (code := member.weapon_laser_code) is not None:
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for laser_code_config in self.flight.unit_type.laser_code_configs:
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props.update(laser_code_config.property_dict_for_code(code.code))
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for prop_id, value in props.items():
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unit.set_property(prop_id, value)
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unit.set_property(prop_id, value)
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def setup_payloads(self) -> None:
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def setup_payloads(self) -> None:
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@ -18,6 +18,7 @@ from qt_ui.widgets.QLabeledWidget import QLabeledWidget
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from .QLoadoutEditor import QLoadoutEditor
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from .QLoadoutEditor import QLoadoutEditor
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from .ownlasercodeinfo import OwnLaserCodeInfo
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from .ownlasercodeinfo import OwnLaserCodeInfo
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from .propertyeditor import PropertyEditor
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from .propertyeditor import PropertyEditor
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from .weaponlasercodeselector import WeaponLaserCodeSelector
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class DcsLoadoutSelector(QComboBox):
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class DcsLoadoutSelector(QComboBox):
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@ -95,6 +96,24 @@ class QFlightPayloadTab(QFrame):
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)
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)
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scrolling_layout.addLayout(self.own_laser_code_info)
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scrolling_layout.addLayout(self.own_laser_code_info)
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self.weapon_laser_code_selector = WeaponLaserCodeSelector(
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game, self.member_selector.selected_member, self
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)
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self.own_laser_code_info.assigned_laser_code_changed.connect(
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self.weapon_laser_code_selector.rebuild
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)
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scrolling_layout.addLayout(
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QLabeledWidget(
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"Preset laser code for weapons:", self.weapon_laser_code_selector
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)
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)
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scrolling_layout.addWidget(
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QLabel(
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"Equipped weapons will be pre-configured to the selected laser code at "
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"mission start."
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)
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)
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self.property_editor = PropertyEditor(
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self.property_editor = PropertyEditor(
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self.flight, self.member_selector.selected_member
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self.flight, self.member_selector.selected_member
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)
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)
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@ -123,6 +142,7 @@ class QFlightPayloadTab(QFrame):
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self.loadout_selector.setCurrentText(member.loadout.name)
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self.loadout_selector.setCurrentText(member.loadout.name)
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self.loadout_selector.setDisabled(member.loadout.is_custom)
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self.loadout_selector.setDisabled(member.loadout.is_custom)
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self.payload_editor.set_flight_member(member)
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self.payload_editor.set_flight_member(member)
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self.weapon_laser_code_selector.set_flight_member(member)
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self.own_laser_code_info.set_flight_member(member)
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self.own_laser_code_info.set_flight_member(member)
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if self.member_selector.value() != 0:
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if self.member_selector.value() != 0:
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self.loadout_selector.setDisabled(
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self.loadout_selector.setDisabled(
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@ -0,0 +1,51 @@
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from PySide6.QtWidgets import QComboBox, QWidget
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from game import Game
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from game.ato.flightmember import FlightMember
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from qt_ui.blocksignals import block_signals
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class WeaponLaserCodeSelector(QComboBox):
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def __init__(
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self, game: Game, flight_member: FlightMember, parent: QWidget | None = None
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) -> None:
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super().__init__(parent)
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self.game = game
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self.flight_member = flight_member
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self.currentIndexChanged.connect(self.on_index_changed)
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self.rebuild()
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def set_flight_member(self, flight_member: FlightMember) -> None:
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self.flight_member = flight_member
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self.rebuild()
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def on_index_changed(self) -> None:
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self.flight_member.weapon_laser_code = self.currentData()
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def rebuild(self) -> None:
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with block_signals(self):
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self.clear()
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if not self.flight_member.is_player:
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self.setDisabled(True)
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self.addItem("AI does not use laser codes", None)
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self.setEnabled(True)
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self.addItem("Default (1688)", None)
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selected_index: int | None = None
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idx = 1
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if (own := self.flight_member.tgp_laser_code) is not None:
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self.addItem(f"Use own code ({own})", own)
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if own == self.flight_member.weapon_laser_code:
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selected_index = idx
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idx += 1
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for idx, front in enumerate(self.game.theater.conflicts(), idx):
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self.addItem(
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f"JTAC {front.name} ({front.laser_code})", front.laser_code
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)
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if front.laser_code == self.flight_member.weapon_laser_code:
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selected_index = idx
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if selected_index is not None:
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self.setCurrentIndex(selected_index)
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