Dan Albert 24e72475b4 Checkpoint game before sim, auto-revert on abort.
An alternative to
https://github.com/dcs-liberation/dcs_liberation/pull/2891 that I ended
up liking much better (I had assumed some part of the UI would fail or
at least look terrible with this approach, but it seems to work quite
well).

On by default now since it's far less frightening than the previous
thing.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2735.
2023-05-19 17:44:18 -07:00

308 lines
12 KiB
Python

from datetime import datetime
from typing import List, Optional, Callable
from PySide6.QtWidgets import (
QDialog,
QFrame,
QGroupBox,
QHBoxLayout,
QMessageBox,
QPushButton,
)
import qt_ui.uiconstants as CONST
from game import Game, persistence
from game.ato.package import Package
from game.ato.traveltime import TotEstimator
from game.profiling import logged_duration
from game.utils import meters
from qt_ui.models import GameModel
from qt_ui.simcontroller import SimController
from qt_ui.uiflags import UiFlags
from qt_ui.widgets.QBudgetBox import QBudgetBox
from qt_ui.widgets.QConditionsWidget import QConditionsWidget
from qt_ui.widgets.QFactionsInfos import QFactionsInfos
from qt_ui.widgets.QIntelBox import QIntelBox
from qt_ui.widgets.clientslots import MaxPlayerCount
from qt_ui.widgets.simspeedcontrols import SimSpeedControls
from qt_ui.windows.AirWingDialog import AirWingDialog
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
from qt_ui.windows.PendingTransfersDialog import PendingTransfersDialog
from qt_ui.windows.QWaitingForMissionResultWindow import QWaitingForMissionResultWindow
class QTopPanel(QFrame):
def __init__(
self,
game_model: GameModel,
sim_controller: SimController,
ui_flags: UiFlags,
reset_to_pre_sim_checkpoint: Callable[[], None],
) -> None:
super(QTopPanel, self).__init__()
self.game_model = game_model
self.sim_controller = sim_controller
self.reset_to_pre_sim_checkpoint = reset_to_pre_sim_checkpoint
self.dialog: Optional[QDialog] = None
self.setMaximumHeight(70)
self.conditionsWidget = QConditionsWidget(sim_controller)
self.budgetBox = QBudgetBox(self.game)
pass_turn_text = "Pass Turn"
if not self.game or self.game.turn == 0:
pass_turn_text = "Begin Campaign"
self.passTurnButton = QPushButton(pass_turn_text)
self.passTurnButton.setIcon(CONST.ICONS["PassTurn"])
self.passTurnButton.setProperty("style", "btn-primary")
self.passTurnButton.clicked.connect(self.passTurn)
if not self.game:
self.passTurnButton.setEnabled(False)
self.proceedButton = QPushButton("Take off")
self.proceedButton.setIcon(CONST.ICONS["Proceed"])
self.proceedButton.setProperty("style", "start-button")
self.proceedButton.clicked.connect(self.launch_mission)
if not self.game or self.game.turn == 0:
self.proceedButton.setEnabled(False)
self.factionsInfos = QFactionsInfos(self.game)
self.air_wing = QPushButton("Air Wing")
self.air_wing.setDisabled(True)
self.air_wing.setProperty("style", "btn-primary")
self.air_wing.clicked.connect(self.open_air_wing)
self.transfers = QPushButton("Transfers")
self.transfers.setDisabled(True)
self.transfers.setProperty("style", "btn-primary")
self.transfers.clicked.connect(self.open_transfers)
self.intel_box = QIntelBox(self.game)
self.buttonBox = QGroupBox("Misc")
self.buttonBoxLayout = QHBoxLayout()
self.buttonBoxLayout.addWidget(self.air_wing)
self.buttonBoxLayout.addWidget(self.transfers)
self.buttonBox.setLayout(self.buttonBoxLayout)
self.proceedBox = QGroupBox("Proceed")
self.proceedBoxLayout = QHBoxLayout()
if ui_flags.show_sim_speed_controls:
self.proceedBoxLayout.addLayout(SimSpeedControls(sim_controller))
self.proceedBoxLayout.addLayout(MaxPlayerCount(self.game_model.ato_model))
self.proceedBoxLayout.addWidget(self.passTurnButton)
self.proceedBoxLayout.addWidget(self.proceedButton)
self.proceedBox.setLayout(self.proceedBoxLayout)
self.layout = QHBoxLayout()
self.layout.addWidget(self.factionsInfos)
self.layout.addWidget(self.conditionsWidget)
self.layout.addWidget(self.budgetBox)
self.layout.addWidget(self.intel_box)
self.layout.addWidget(self.buttonBox)
self.layout.addStretch(1)
self.layout.addWidget(self.proceedBox)
self.layout.setContentsMargins(0, 0, 0, 0)
self.setLayout(self.layout)
GameUpdateSignal.get_instance().gameupdated.connect(self.setGame)
GameUpdateSignal.get_instance().budgetupdated.connect(self.budget_update)
@property
def game(self) -> Optional[Game]:
return self.game_model.game
def setGame(self, game: Optional[Game]):
if game is None:
return
self.air_wing.setEnabled(True)
self.transfers.setEnabled(True)
self.conditionsWidget.setCurrentTurn(game.turn, game.conditions)
if game.conditions.weather.clouds:
base_m = game.conditions.weather.clouds.base
base_ft = int(meters(base_m).feet)
self.conditionsWidget.setToolTip(f"Cloud Base: {base_m}m / {base_ft}ft")
else:
self.conditionsWidget.setToolTip("")
self.intel_box.set_game(game)
self.budgetBox.setGame(game)
self.factionsInfos.setGame(game)
self.passTurnButton.setEnabled(True)
if game and game.turn > 0:
self.passTurnButton.setText("Pass Turn")
if game and game.turn == 0:
self.passTurnButton.setText("Begin Campaign")
self.proceedButton.setEnabled(False)
else:
self.proceedButton.setEnabled(True)
def open_air_wing(self):
self.dialog = AirWingDialog(self.game_model, self.window())
self.dialog.show()
def open_transfers(self):
self.dialog = PendingTransfersDialog(self.game_model)
self.dialog.show()
def passTurn(self):
with logged_duration("Skipping turn"):
self.game.pass_turn(no_action=True)
GameUpdateSignal.get_instance().updateGame(self.game)
self.proceedButton.setEnabled(True)
def negative_start_packages(self, now: datetime) -> List[Package]:
packages = []
for package in self.game_model.ato_model.ato.packages:
if not package.flights:
continue
for flight in package.flights:
startup = flight.flight_plan.startup_time()
if startup < now:
packages.append(package)
break
return packages
@staticmethod
def fix_tots(packages: List[Package], now: datetime) -> None:
for package in packages:
estimator = TotEstimator(package)
package.time_over_target = estimator.earliest_tot(now)
def ato_has_clients(self) -> bool:
for package in self.game.blue.ato.packages:
for flight in package.flights:
if flight.client_count > 0:
return True
return False
def confirm_no_client_launch(self) -> bool:
result = QMessageBox.question(
self,
"Continue without player pilots?",
(
"No player pilots have been assigned to flights. Continuing will allow "
"the AI to perform the mission, but players will be unable to "
"participate.<br />"
"<br />"
"To assign player pilots to a flight, select a package from the "
"Packages panel on the left of the main window, and then a flight from "
"the Flights panel below the Packages panel. The edit button below the "
"Flights panel will allow you to assign specific pilots to the flight. "
"If you have no player pilots available, the checkbox next to the "
"name will convert them to a player.<br />"
"<br />Click 'Yes' to continue with an AI only mission"
"<br />Click 'No' if you'd like to make more changes."
),
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]
)
mbox = QMessageBox(
QMessageBox.Question,
"Continue with past start times?",
(
"Some flights in the following packages have start times set "
"earlier than mission start time:<br />"
"<br />"
f"{formatted}<br />"
"<br />"
"Flight start times are estimated based on the package TOT, so it "
"is possible that not all flights will be able to reach the "
"target area at their assigned times.<br />"
"<br />"
"You can either continue with the mission as planned, with the "
"misplanned flights potentially flying too fast and/or missing "
"their rendezvous; automatically fix negative TOTs; or cancel "
"mission start and fix the packages manually."
),
parent=self,
)
auto = mbox.addButton("Fix TOTs automatically", QMessageBox.ActionRole)
ignore = mbox.addButton("Continue without fixing", QMessageBox.DestructiveRole)
cancel = mbox.addButton(QMessageBox.Cancel)
mbox.setEscapeButton(cancel)
mbox.exec_()
clicked = mbox.clickedButton()
if clicked == auto:
self.fix_tots(negative_starts, self.sim_controller.current_time_in_sim)
return True
elif clicked == ignore:
return True
return False
def check_no_missing_pilots(self) -> bool:
missing_pilots = []
for package in self.game.blue.ato.packages:
for flight in package.flights:
if flight.missing_pilots > 0:
missing_pilots.append((package, flight))
if not missing_pilots:
return False
formatted = "<br />".join(
[f"{p.primary_task} {p.target}: {f}" for p, f in missing_pilots]
)
mbox = QMessageBox(
QMessageBox.Critical,
"Flights are missing pilots",
(
"The following flights are missing one or more pilots:<br />"
"<br />"
f"{formatted}<br />"
"<br />"
"You must either assign pilots to those flights or cancel those "
"missions."
),
parent=self,
)
mbox.setEscapeButton(mbox.addButton(QMessageBox.Close))
mbox.exec_()
return True
def launch_mission(self):
"""Finishes planning and waits for mission completion."""
if not self.ato_has_clients() and not self.confirm_no_client_launch():
return
if self.check_no_missing_pilots():
return
negative_starts = self.negative_start_packages(
self.sim_controller.current_time_in_sim
)
if negative_starts:
if not self.confirm_negative_start_time(negative_starts):
return
if self.game.settings.fast_forward_to_first_contact:
with logged_duration("Simulating to first contact"):
self.sim_controller.run_to_first_contact()
self.sim_controller.generate_miz(
persistence.mission_path_for("liberation_nextturn.miz")
)
waiting = QWaitingForMissionResultWindow(
self.game, self.sim_controller, self.reset_to_pre_sim_checkpoint, self
)
waiting.exec_()
def budget_update(self, game: Game):
self.budgetBox.setGame(game)