2022-02-19 13:51:18 -08:00

349 lines
13 KiB
Python

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.theater import (
ConflictTheater,
)
from qt_ui.models import GameModel
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
from .controlpointjs import ControlPointJs
from .flightjs import FlightJs
from .frontlinejs import FrontLineJs
from .groundobjectjs import GroundObjectJs
from .mapzonesjs import MapZonesJs
from .navmeshjs import NavMeshJs
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) -> 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
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
),
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.cleared.emit()
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()
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
@property
def game(self) -> Game:
if self.game_model.game is None:
raise RuntimeError("No game loaded")
return self.game_model.game