from __future__ import annotations import logging from typing import List, Optional, Tuple from PySide2.QtCore import Property, QObject, Signal from dcs import Point from game import Game from game.ato.airtaaskingorder import AirTaskingOrder from game.profiling import logged_duration from game.server.leaflet import LeafletLatLon from game.sim.combat import FrozenCombat from game.sim.combat.aircombat import AirCombat from game.sim.combat.atip import AtIp from game.sim.combat.defendingsam import DefendingSam from game.sim.gameupdateevents import GameUpdateEvents from game.theater import ( ConflictTheater, ) from qt_ui.models import GameModel from qt_ui.simcontroller import SimController from qt_ui.windows.GameUpdateSignal import GameUpdateSignal from .aircombatjs import AirCombatJs from .controlpointjs import ControlPointJs from .flightjs import FlightJs from .frontlinejs import FrontLineJs from .groundobjectjs import GroundObjectJs from .ipcombatjs import IpCombatJs from .mapzonesjs import MapZonesJs from .navmeshjs import NavMeshJs from .samcombatjs import SamCombatJs from .supplyroutejs import SupplyRouteJs from .threatzonecontainerjs import ThreatZoneContainerJs from .threatzonesjs import ThreatZonesJs from .unculledzonejs import UnculledZone # **EVERY PROPERTY NEEDS A NOTIFY SIGNAL** # # https://bugreports.qt.io/browse/PYSIDE-1426 # # PySide2 5.15.2 released 6 days before the fix for this was merged, but presumably we # can clean up after 5.15.3 (or a future version) is released. # # Until then, all properties must use a notify signal. For some reason the error doesn't # show up when running from source, and member properties also are not sufficient. # Failing to do this will cause every sync of the property to emit an expensive log # message. This can prevent the UI from being responsive. # # A local signal (i.e. `@Property(t, notify=Signal())`) is not sufficient. The class # needs a named signal for every property, even if it is constant. class MapModel(QObject): cleared = Signal() mapCenterChanged = Signal(list) controlPointsChanged = Signal() groundObjectsChanged = Signal() supplyRoutesChanged = Signal() flightsChanged = Signal() frontLinesChanged = Signal() threatZonesChanged = Signal() navmeshesChanged = Signal() mapZonesChanged = Signal() unculledZonesChanged = Signal() airCombatsChanged = Signal() samCombatsChanged = Signal() ipCombatsChanged = Signal() selectedFlightChanged = Signal(str) def __init__(self, game_model: GameModel, sim_controller: SimController) -> None: super().__init__() self.game_model = game_model self._map_center = [0, 0] self._control_points = [] self._ground_objects = [] self._supply_routes = [] self._flights: dict[tuple[bool, int, int], FlightJs] = {} self._front_lines = [] self._threat_zones = ThreatZoneContainerJs( ThreatZonesJs.empty(), ThreatZonesJs.empty() ) self._navmeshes = NavMeshJs([], []) self._map_zones = MapZonesJs([], [], []) self._unculled_zones = [] self._selected_flight_index: Optional[Tuple[int, int]] = None self._air_combats = [] self._sam_combats = [] self._ip_combats = [] GameUpdateSignal.get_instance().game_loaded.connect(self.on_game_load) GameUpdateSignal.get_instance().flight_paths_changed.connect(self.reset_atos) GameUpdateSignal.get_instance().package_selection_changed.connect( self.set_package_selection ) GameUpdateSignal.get_instance().flight_selection_changed.connect( self.set_flight_selection ) self.game_model.ato_model_for(True).packages_changed.connect( self.on_package_change ), self.game_model.ato_model_for(False).packages_changed.connect( self.on_package_change ), sim_controller.sim_update.connect(self.on_sim_update) self.reset() def clear(self) -> None: self._control_points = [] self._supply_routes = [] self._ground_objects = [] self._flights = {} self._front_lines = [] self._threat_zones = ThreatZoneContainerJs( ThreatZonesJs.empty(), ThreatZonesJs.empty() ) self._navmeshes = NavMeshJs([], []) self._map_zones = MapZonesJs([], [], []) self._unculled_zones = [] self._air_combats = [] self._sam_combats = [] self._ip_combats = [] self.cleared.emit() def on_sim_update(self, events: GameUpdateEvents) -> None: # TODO: Only update flights with changes. # We have the signal of which flights have updates, but no fast lookup for # Flight -> FlightJs since Flight isn't hashable. Faster to update every flight # than do do the O(n^2) filtered update. for flight in self._flights.values(): flight.positionChanged.emit() for combat in events.new_combats: self.on_add_combat(combat) for combat in events.updated_combats: self.on_combat_changed(combat) def set_package_selection(self, index: int) -> None: self.deselect_current_flight() # Optional[int] isn't a valid type for a Qt signal. None will be converted to # zero automatically. We use -1 to indicate no selection. if index == -1: self._selected_flight_index = None else: self._selected_flight_index = index, 0 self.select_current_flight() def set_flight_selection(self, index: int) -> None: self.deselect_current_flight() if self._selected_flight_index is None: if index != -1: # We don't know what order update_package_selection and # update_flight_selection will be called in when the last # package is removed. If no flight is selected, it's not a # problem to also have no package selected. logging.error("Flight was selected with no package selected") return # Optional[int] isn't a valid type for a Qt signal. None will be converted to # zero automatically. We use -1 to indicate no selection. if index == -1: self._selected_flight_index = self._selected_flight_index[0], None self._selected_flight_index = self._selected_flight_index[0], index self.select_current_flight() @property def _selected_flight(self) -> Optional[FlightJs]: if self._selected_flight_index is None: return None package_index, flight_index = self._selected_flight_index blue = True return self._flights.get((blue, package_index, flight_index)) def deselect_current_flight(self) -> None: flight = self._selected_flight if flight is None: return None flight.set_selected(False) def select_current_flight(self): flight = self._selected_flight if flight is None: self.selectedFlightChanged.emit(None) return None flight.set_selected(True) self.selectedFlightChanged.emit(str(flight.flight.id)) @staticmethod def leaflet_coord_for(point: Point, theater: ConflictTheater) -> LeafletLatLon: ll = theater.point_to_ll(point) return [ll.latitude, ll.longitude] def reset(self) -> None: if self.game_model.game is None: self.clear() return with logged_duration("Map reset"): self.reset_control_points() self.reset_ground_objects() self.reset_routes() self.reset_atos() self.reset_front_lines() self.reset_threat_zones() self.reset_navmeshes() self.reset_map_zones() self.reset_unculled_zones() self.reset_combats() def on_game_load(self, game: Optional[Game]) -> None: if game is not None: self.reset_map_center(game.theater) def reset_map_center(self, theater: ConflictTheater) -> None: ll = theater.point_to_ll(theater.terrain.map_view_default.position) self._map_center = [ll.latitude, ll.longitude] self.mapCenterChanged.emit(self._map_center) @Property(list, notify=mapCenterChanged) def mapCenter(self) -> LeafletLatLon: return self._map_center def _flights_in_ato( self, ato: AirTaskingOrder, blue: bool ) -> dict[tuple[bool, int, int], FlightJs]: flights = {} for p_idx, package in enumerate(ato.packages): for f_idx, flight in enumerate(package.flights): flights[blue, p_idx, f_idx] = FlightJs( flight, selected=blue and (p_idx, f_idx) == self._selected_flight_index, theater=self.game.theater, ato_model=self.game_model.ato_model_for(blue), ) return flights def reset_atos(self) -> None: self._flights = self._flights_in_ato( self.game.blue.ato, blue=True ) | self._flights_in_ato(self.game.red.ato, blue=False) self.flightsChanged.emit() @Property(list, notify=flightsChanged) def flights(self) -> list[FlightJs]: return list(self._flights.values()) def reset_control_points(self) -> None: self._control_points = [ ControlPointJs(c, self.game_model, self.game.theater) for c in self.game.theater.controlpoints ] self.controlPointsChanged.emit() @Property(list, notify=controlPointsChanged) def controlPoints(self) -> List[ControlPointJs]: return self._control_points def reset_ground_objects(self) -> None: seen = set() self._ground_objects = [] for cp in self.game.theater.controlpoints: for tgo in cp.ground_objects: if tgo.name in seen: continue seen.add(tgo.name) if tgo.is_control_point: # TGOs that are the CP (CV groups) are an implementation quirk that # we don't need to expose to the UI. continue self._ground_objects.append(GroundObjectJs(tgo, self.game)) self.groundObjectsChanged.emit() @Property(list, notify=groundObjectsChanged) def groundObjects(self) -> List[GroundObjectJs]: return self._ground_objects def reset_routes(self) -> None: seen = set() self._supply_routes = [] for control_point in self.game.theater.controlpoints: seen.add(control_point) for destination, convoy_route in control_point.convoy_routes.items(): if destination in seen: continue self._supply_routes.append( SupplyRouteJs( control_point, destination, [ self.leaflet_coord_for(p, self.game.theater) for p in convoy_route ], sea_route=False, game=self.game, ) ) for destination, shipping_lane in control_point.shipping_lanes.items(): if destination in seen: continue if control_point.is_friendly(destination.captured): self._supply_routes.append( SupplyRouteJs( control_point, destination, [ self.leaflet_coord_for(p, self.game.theater) for p in shipping_lane ], sea_route=True, game=self.game, ) ) self.supplyRoutesChanged.emit() @Property(list, notify=supplyRoutesChanged) def supplyRoutes(self) -> List[SupplyRouteJs]: return self._supply_routes def reset_front_lines(self) -> None: self._front_lines = [ FrontLineJs(f, self.game.theater) for f in self.game.theater.conflicts() ] self.frontLinesChanged.emit() @Property(list, notify=frontLinesChanged) def frontLines(self) -> List[FrontLineJs]: return self._front_lines def reset_threat_zones(self) -> None: self._threat_zones = ThreatZoneContainerJs( ThreatZonesJs.from_zones( self.game.threat_zone_for(player=True), self.game.theater ), ThreatZonesJs.from_zones( self.game.threat_zone_for(player=False), self.game.theater ), ) self.threatZonesChanged.emit() @Property(ThreatZoneContainerJs, notify=threatZonesChanged) def threatZones(self) -> ThreatZoneContainerJs: return self._threat_zones def reset_navmeshes(self) -> None: self._navmeshes = NavMeshJs.from_game(self.game) self.navmeshesChanged.emit() @Property(NavMeshJs, notify=navmeshesChanged) def navmeshes(self) -> NavMeshJs: return self._navmeshes def reset_map_zones(self) -> None: self._map_zones = MapZonesJs.from_game(self.game) self.mapZonesChanged.emit() @Property(MapZonesJs, notify=mapZonesChanged) def mapZones(self) -> NavMeshJs: return self._map_zones def on_package_change(self) -> None: self.reset_unculled_zones() def reset_unculled_zones(self) -> None: self._unculled_zones = list(UnculledZone.each_from_game(self.game)) self.unculledZonesChanged.emit() @Property(list, notify=unculledZonesChanged) def unculledZones(self) -> list[UnculledZone]: return self._unculled_zones def reset_combats(self) -> None: self._air_combats = [] self._sam_combats = [] self._ip_combats = [] self.airCombatsChanged.emit() self.samCombatsChanged.emit() self.ipCombatsChanged.emit() def on_add_combat(self, combat: FrozenCombat) -> None: if isinstance(combat, AirCombat): self.add_air_combat(combat) elif isinstance(combat, DefendingSam): self.add_sam_combat(combat) elif isinstance(combat, AtIp): self.add_ip_combat(combat) else: logging.error(f"Unhandled FrozenCombat type: {combat.__class__}") def add_air_combat(self, combat: AirCombat) -> None: self._air_combats.append(AirCombatJs(combat, self.game.theater)) self.airCombatsChanged.emit() def add_sam_combat(self, combat: DefendingSam) -> None: self._sam_combats.append(SamCombatJs(combat, self.game_model)) self.samCombatsChanged.emit() def add_ip_combat(self, combat: AtIp) -> None: self._ip_combats.append(IpCombatJs(combat, self.game_model)) self.ipCombatsChanged.emit() def on_combat_changed(self, combat: FrozenCombat) -> None: if isinstance(combat, AirCombat): self.refresh_air_combat(combat) elif isinstance(combat, DefendingSam): self.refresh_sam_combat(combat) elif isinstance(combat, AtIp): self.refresh_ip_combat(combat) else: logging.error(f"Unhandled FrozenCombat type: {combat.__class__}") def refresh_air_combat(self, combat: AirCombat) -> None: for js in self._air_combats: if js.combat == combat: js.refresh() return logging.error(f"Could not find existing combat model to update for {combat}") def refresh_sam_combat(self, combat: DefendingSam) -> None: for js in self._sam_combats: if js.combat == combat: js.refresh() return logging.error(f"Could not find existing combat model to update for {combat}") def refresh_ip_combat(self, combat: AtIp) -> None: for js in self._ip_combats: if js.combat == combat: js.refresh() return logging.error(f"Could not find existing combat model to update for {combat}") @Property(list, notify=airCombatsChanged) def airCombats(self) -> list[AirCombatJs]: return self._air_combats @Property(list, notify=samCombatsChanged) def samCombats(self) -> list[SamCombatJs]: return self._sam_combats @Property(list, notify=ipCombatsChanged) def ipCombats(self) -> list[IpCombatJs]: return self._ip_combats @property def game(self) -> Game: if self.game_model.game is None: raise RuntimeError("No game loaded") return self.game_model.game