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https://github.com/dcs-liberation/dcs_liberation.git
synced 2025-11-10 14:22:26 +00:00
Weather and exact time of day information is helpful during mission planning, so generate it at the start of the turn rather than at takeoff time. Another advantage aside from planning is that we can now use the wind information to set carrier headings and takeoff runways appropriately.
550 lines
23 KiB
Python
550 lines
23 KiB
Python
from __future__ import annotations
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import datetime
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import logging
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from typing import List, Optional, Tuple
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from PySide2.QtCore import Qt, QPointF
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from PySide2.QtGui import QBrush, QColor, QPen, QPixmap, QWheelEvent, QPolygonF
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from PySide2.QtWidgets import (
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QFrame,
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QGraphicsItem,
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QGraphicsOpacityEffect,
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QGraphicsScene,
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QGraphicsView,
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)
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from dcs import Point
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from dcs.mapping import point_from_heading
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import qt_ui.uiconstants as CONST
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from game import Game, db
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from game.data.aaa_db import AAA_UNITS
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from game.data.radar_db import UNITS_WITH_RADAR
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from game.utils import meter_to_feet
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from game.weather import TimeOfDay
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from gen import Conflict, PackageWaypointTiming
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from gen.ato import Package
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from gen.flights.flight import Flight, FlightWaypoint, FlightWaypointType
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from qt_ui.displayoptions import DisplayOptions
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from qt_ui.models import GameModel
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from qt_ui.widgets.map.QFrontLine import QFrontLine
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from qt_ui.widgets.map.QLiberationScene import QLiberationScene
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from qt_ui.widgets.map.QMapControlPoint import QMapControlPoint
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from qt_ui.widgets.map.QMapGroundObject import QMapGroundObject
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from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
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from theater import ControlPoint, FrontLine
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class QLiberationMap(QGraphicsView):
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WAYPOINT_SIZE = 4
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instance: Optional[QLiberationMap] = None
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def __init__(self, game_model: GameModel):
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super(QLiberationMap, self).__init__()
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QLiberationMap.instance = self
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self.game_model = game_model
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self.game: Optional[Game] = game_model.game
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self.flight_path_items: List[QGraphicsItem] = []
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# A tuple of (package index, flight index), or none.
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self.selected_flight: Optional[Tuple[int, int]] = None
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self.setMinimumSize(800, 600)
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self.setMaximumHeight(2160)
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self._zoom = 0
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self.factor = 1
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self.factorized = 1
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self.init_scene()
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self.connectSignals()
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self.setGame(game_model.game)
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GameUpdateSignal.get_instance().flight_paths_changed.connect(
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lambda: self.draw_flight_plans(self.scene())
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)
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def update_package_selection(index: int) -> None:
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# Optional[int] isn't a valid type for a Qt signal. None will be
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# converted to zero automatically. We use -1 to indicate no
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# selection.
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if index == -1:
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self.selected_flight = None
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else:
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self.selected_flight = index, 0
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self.draw_flight_plans(self.scene())
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GameUpdateSignal.get_instance().package_selection_changed.connect(
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update_package_selection
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)
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def update_flight_selection(index: int) -> None:
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if self.selected_flight is None:
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if index != -1:
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# We don't know what order update_package_selection and
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# update_flight_selection will be called in when the last
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# package is removed. If no flight is selected, it's not a
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# problem to also have no package selected.
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logging.error(
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"Flight was selected with no package selected")
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return
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# Optional[int] isn't a valid type for a Qt signal. None will be
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# converted to zero automatically. We use -1 to indicate no
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# selection.
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if index == -1:
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self.selected_flight = self.selected_flight[0], None
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self.selected_flight = self.selected_flight[0], index
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self.draw_flight_plans(self.scene())
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GameUpdateSignal.get_instance().flight_selection_changed.connect(
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update_flight_selection
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)
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def init_scene(self):
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scene = QLiberationScene(self)
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self.setScene(scene)
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self.setTransformationAnchor(QGraphicsView.AnchorUnderMouse)
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self.setResizeAnchor(QGraphicsView.AnchorUnderMouse)
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self.setBackgroundBrush(QBrush(QColor(30, 30, 30)))
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self.setFrameShape(QFrame.NoFrame)
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self.setDragMode(QGraphicsView.ScrollHandDrag)
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def connectSignals(self):
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GameUpdateSignal.get_instance().gameupdated.connect(self.setGame)
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def setGame(self, game: Optional[Game]):
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self.game = game
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logging.debug("Reloading Map Canvas")
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if self.game is not None:
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self.reload_scene()
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"""
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Uncomment to set up theather reference points
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def keyPressEvent(self, event):
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#super(QLiberationMap, self).keyPressEvent(event)
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numpad_mod = int(event.modifiers()) & QtCore.Qt.KeypadModifier
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i = 0
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for k,v in self.game.theater.reference_points.items():
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if i == 0:
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point_0 = k
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else:
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point_1 = k
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i = i + 1
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if event.key() == QtCore.Qt.Key_Down:
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self.game.theater.reference_points[point_0] = self.game.theater.reference_points[point_0][0] + 10, self.game.theater.reference_points[point_0][1]
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if event.key() == QtCore.Qt.Key_Up:
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self.game.theater.reference_points[point_0] = self.game.theater.reference_points[point_0][0] - 10, self.game.theater.reference_points[point_0][1]
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if event.key() == QtCore.Qt.Key_Left:
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self.game.theater.reference_points[point_0] = self.game.theater.reference_points[point_0][0], self.game.theater.reference_points[point_0][1] + 10
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if event.key() == QtCore.Qt.Key_Right:
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self.game.theater.reference_points[point_0] = self.game.theater.reference_points[point_0][0], self.game.theater.reference_points[point_0][1] - 10
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if event.key() == QtCore.Qt.Key_2 and numpad_mod:
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self.game.theater.reference_points[point_1] = self.game.theater.reference_points[point_1][0] + 10, self.game.theater.reference_points[point_1][1]
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if event.key() == QtCore.Qt.Key_8 and numpad_mod:
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self.game.theater.reference_points[point_1] = self.game.theater.reference_points[point_1][0] - 10, self.game.theater.reference_points[point_1][1]
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if event.key() == QtCore.Qt.Key_4 and numpad_mod:
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self.game.theater.reference_points[point_1] = self.game.theater.reference_points[point_1][0], self.game.theater.reference_points[point_1][1] + 10
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if event.key() == QtCore.Qt.Key_6 and numpad_mod:
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self.game.theater.reference_points[point_1] = self.game.theater.reference_points[point_1][0], self.game.theater.reference_points[point_1][1] - 10
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print(self.game.theater.reference_points)
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self.reload_scene()
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"""
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def reload_scene(self):
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scene = self.scene()
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scene.clear()
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playerColor = self.game.get_player_color()
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enemyColor = self.game.get_enemy_color()
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self.addBackground()
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# Uncomment below to help set up theater reference points
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#for i, r in enumerate(self.game.theater.reference_points.items()):
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# text = scene.addText(str(r), font=QFont("Trebuchet MS", 10, weight=5, italic=False))
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# text.setPos(0, i * 24)
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# Display Culling
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if DisplayOptions.culling and self.game.settings.perf_culling:
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culling_points = self.game_model.game.get_culling_points()
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culling_distance = self.game_model.game.settings.perf_culling_distance
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for point in culling_points:
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culling_distance_point = Point(point.x + culling_distance*1000, point.y + culling_distance*1000)
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distance_point = self._transform_point(culling_distance_point)
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transformed = self._transform_point(point)
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diameter = distance_point[0] - transformed[0]
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scene.addEllipse(transformed[0]-diameter/2, transformed[1]-diameter/2, diameter, diameter, CONST.COLORS["transparent"], CONST.COLORS["light_green_transparent"])
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for cp in self.game.theater.controlpoints:
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pos = self._transform_point(cp.position)
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scene.addItem(QMapControlPoint(self, pos[0] - CONST.CP_SIZE / 2,
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pos[1] - CONST.CP_SIZE / 2,
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CONST.CP_SIZE,
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CONST.CP_SIZE, cp, self.game_model))
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if cp.captured:
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pen = QPen(brush=CONST.COLORS[playerColor])
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brush = CONST.COLORS[playerColor+"_transparent"]
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else:
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pen = QPen(brush=CONST.COLORS[enemyColor])
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brush = CONST.COLORS[enemyColor+"_transparent"]
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added_objects = []
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for ground_object in cp.ground_objects:
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if ground_object.obj_name in added_objects:
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continue
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go_pos = self._transform_point(ground_object.position)
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if not ground_object.airbase_group:
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buildings = self.game.theater.find_ground_objects_by_obj_name(ground_object.obj_name)
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scene.addItem(QMapGroundObject(self, go_pos[0], go_pos[1], 14, 12, cp, ground_object, self.game, buildings))
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is_aa = ground_object.category == "aa"
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should_display = ((DisplayOptions.sam_ranges and cp.captured)
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or
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(DisplayOptions.enemy_sam_ranges and not cp.captured))
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if is_aa and should_display:
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threat_range = 0
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detection_range = 0
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can_fire = False
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if ground_object.groups:
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for g in ground_object.groups:
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for u in g.units:
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unit = db.unit_type_from_name(u.type)
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if unit in UNITS_WITH_RADAR or unit in AAA_UNITS:
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can_fire = True
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if unit.detection_range > detection_range:
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detection_range = unit.detection_range
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if unit.threat_range > threat_range:
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threat_range = unit.threat_range
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if can_fire:
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threat_pos = self._transform_point(Point(ground_object.position.x+threat_range,
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ground_object.position.y+threat_range))
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detection_pos = self._transform_point(Point(ground_object.position.x+detection_range,
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ground_object.position.y+detection_range))
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threat_radius = Point(*go_pos).distance_to_point(Point(*threat_pos))
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detection_radius = Point(*go_pos).distance_to_point(Point(*detection_pos))
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# Add detection range circle
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if DisplayOptions.detection_range:
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scene.addEllipse(go_pos[0] - detection_radius/2 + 7, go_pos[1] - detection_radius/2 + 6,
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detection_radius, detection_radius, self.detection_pen(cp.captured))
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# Add threat range circle
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scene.addEllipse(go_pos[0] - threat_radius / 2 + 7, go_pos[1] - threat_radius / 2 + 6,
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threat_radius, threat_radius, self.threat_pen(cp.captured))
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added_objects.append(ground_object.obj_name)
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for cp in self.game.theater.enemy_points():
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if DisplayOptions.lines:
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self.scene_create_lines_for_cp(cp, playerColor, enemyColor)
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for cp in self.game.theater.player_points():
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if DisplayOptions.lines:
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self.scene_create_lines_for_cp(cp, playerColor, enemyColor)
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self.draw_flight_plans(scene)
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for cp in self.game.theater.controlpoints:
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pos = self._transform_point(cp.position)
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text = scene.addText(cp.name, font=CONST.FONT_MAP)
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text.setPos(pos[0] + CONST.CP_SIZE, pos[1] - CONST.CP_SIZE / 2)
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text = scene.addText(cp.name, font=CONST.FONT_MAP)
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text.setDefaultTextColor(Qt.white)
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text.setPos(pos[0] + CONST.CP_SIZE + 1, pos[1] - CONST.CP_SIZE / 2 + 1)
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def draw_flight_plans(self, scene) -> None:
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for item in self.flight_path_items:
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try:
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scene.removeItem(item)
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except RuntimeError:
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# Something may have caused those items to already be removed.
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pass
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self.flight_path_items.clear()
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if DisplayOptions.flight_paths.hide:
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return
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packages = list(self.game_model.ato_model.packages)
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if self.game.settings.show_red_ato:
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packages.extend(self.game_model.red_ato_model.packages)
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for p_idx, package_model in enumerate(packages):
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for f_idx, flight in enumerate(package_model.flights):
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if self.selected_flight is None:
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selected = False
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else:
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selected = (p_idx, f_idx) == self.selected_flight
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if DisplayOptions.flight_paths.only_selected and not selected:
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continue
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self.draw_flight_plan(scene, package_model.package, flight,
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selected)
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def draw_flight_plan(self, scene: QGraphicsScene, package: Package,
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flight: Flight, selected: bool) -> None:
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is_player = flight.from_cp.captured
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pos = self._transform_point(flight.from_cp.position)
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self.draw_waypoint(scene, pos, is_player, selected)
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prev_pos = tuple(pos)
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drew_target = False
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target_types = (
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FlightWaypointType.TARGET_GROUP_LOC,
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FlightWaypointType.TARGET_POINT,
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FlightWaypointType.TARGET_SHIP,
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)
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for idx, point in enumerate(flight.points):
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new_pos = self._transform_point(Point(point.x, point.y))
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self.draw_flight_path(scene, prev_pos, new_pos, is_player,
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selected)
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self.draw_waypoint(scene, new_pos, is_player, selected)
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if selected and DisplayOptions.waypoint_info:
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if point.waypoint_type in target_types:
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if drew_target:
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# Don't draw dozens of targets over each other.
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continue
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drew_target = True
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self.draw_waypoint_info(scene, idx + 1, point, new_pos, package,
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flight)
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prev_pos = tuple(new_pos)
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self.draw_flight_path(scene, prev_pos, pos, is_player, selected)
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def draw_waypoint(self, scene: QGraphicsScene, position: Tuple[int, int],
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player: bool, selected: bool) -> None:
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waypoint_pen = self.waypoint_pen(player, selected)
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waypoint_brush = self.waypoint_brush(player, selected)
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self.flight_path_items.append(scene.addEllipse(
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position[0], position[1], self.WAYPOINT_SIZE,
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self.WAYPOINT_SIZE, waypoint_pen, waypoint_brush
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))
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def draw_waypoint_info(self, scene: QGraphicsScene, number: int,
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waypoint: FlightWaypoint, position: Tuple[int, int],
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package: Package, flight: Flight) -> None:
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timing = PackageWaypointTiming.for_package(package)
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altitude = meter_to_feet(waypoint.alt)
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altitude_type = "AGL" if waypoint.alt_type == "RADIO" else "MSL"
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prefix = "TOT"
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time = timing.tot_for_waypoint(waypoint)
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if time is None:
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prefix = "Depart"
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time = timing.depart_time_for_waypoint(waypoint, flight)
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if time is None:
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tot = ""
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else:
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tot = f"{prefix} T+{datetime.timedelta(seconds=time)}"
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pen = QPen(QColor("black"), 0.3)
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brush = QColor("white")
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def draw_text(text: str, x: int, y: int) -> None:
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item = scene.addSimpleText(text)
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item.setBrush(brush)
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item.setPen(pen)
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item.moveBy(x, y)
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item.setZValue(2)
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self.flight_path_items.append(item)
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draw_text(f"{number} {waypoint.name}", position[0] + 8,
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position[1] - 15)
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draw_text(f"{altitude} ft {altitude_type}", position[0] + 8,
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position[1] - 5)
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draw_text(tot, position[0] + 8, position[1] + 5)
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def draw_flight_path(self, scene: QGraphicsScene, pos0: Tuple[int, int],
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pos1: Tuple[int, int], player: bool,
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selected: bool) -> None:
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flight_path_pen = self.flight_path_pen(player, selected)
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# Draw the line to the *middle* of the waypoint.
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offset = self.WAYPOINT_SIZE // 2
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self.flight_path_items.append(scene.addLine(
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pos0[0] + offset, pos0[1] + offset,
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pos1[0] + offset, pos1[1] + offset,
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flight_path_pen
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))
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def scene_create_lines_for_cp(self, cp: ControlPoint, playerColor, enemyColor):
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scene = self.scene()
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pos = self._transform_point(cp.position)
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for connected_cp in cp.connected_points:
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pos2 = self._transform_point(connected_cp.position)
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if not cp.captured:
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color = CONST.COLORS["dark_"+enemyColor]
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elif cp.captured:
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color = CONST.COLORS["dark_"+playerColor]
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else:
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color = CONST.COLORS["dark_"+enemyColor]
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pen = QPen(brush=color)
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pen.setColor(color)
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pen.setWidth(6)
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if cp.captured and not connected_cp.captured and Conflict.has_frontline_between(cp, connected_cp):
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if not cp.captured:
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scene.addLine(pos[0], pos[1], pos2[0], pos2[1], pen=pen)
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else:
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posx, h = Conflict.frontline_position(self.game.theater, cp, connected_cp)
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pos2 = self._transform_point(posx)
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scene.addLine(pos[0], pos[1], pos2[0], pos2[1], pen=pen)
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p1 = point_from_heading(pos2[0], pos2[1], h+180, 25)
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p2 = point_from_heading(pos2[0], pos2[1], h, 25)
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scene.addItem(QFrontLine(p1[0], p1[1], p2[0], p2[1],
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FrontLine(cp, connected_cp)))
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else:
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scene.addLine(pos[0], pos[1], pos2[0], pos2[1], pen=pen)
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def wheelEvent(self, event: QWheelEvent):
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if event.angleDelta().y() > 0:
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factor = 1.25
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self._zoom += 1
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if self._zoom < 10:
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self.scale(factor, factor)
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self.factorized *= factor
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else:
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self._zoom = 9
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else:
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factor = 0.8
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self._zoom -= 1
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if self._zoom > -5:
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self.scale(factor, factor)
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self.factorized *= factor
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else:
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self._zoom = -4
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#print(self.factorized, factor, self._zoom)
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def _transform_point(self, p: Point, treshold=30) -> (int, int):
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point_a = list(self.game.theater.reference_points.keys())[0]
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point_a_img = self.game.theater.reference_points[point_a]
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point_b = list(self.game.theater.reference_points.keys())[1]
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point_b_img = self.game.theater.reference_points[point_b]
|
|
|
|
Y_dist = point_a_img[0] - point_b_img[0]
|
|
lon_dist = point_a[1] - point_b[1]
|
|
|
|
X_dist = point_a_img[1] - point_b_img[1]
|
|
lat_dist = point_b[0] - point_a[0]
|
|
|
|
Y_scale = float(Y_dist) / float(lon_dist)
|
|
X_scale = float(X_dist) / float(lat_dist)
|
|
|
|
# ---
|
|
Y_offset = p.x - point_a[0]
|
|
X_offset = p.y - point_a[1]
|
|
|
|
X = point_b_img[1] + X_offset * X_scale
|
|
Y = point_a_img[0] - Y_offset * Y_scale
|
|
|
|
#X += 5
|
|
#Y += 5
|
|
|
|
return X > treshold and X or treshold, Y > treshold and Y or treshold
|
|
|
|
def highlight_color(self, transparent: Optional[bool] = False) -> QColor:
|
|
return QColor(255, 255, 0, 20 if transparent else 255)
|
|
|
|
def base_faction_color_name(self, player: bool) -> str:
|
|
if player:
|
|
return self.game.get_player_color()
|
|
else:
|
|
return self.game.get_enemy_color()
|
|
|
|
def waypoint_pen(self, player: bool, selected: bool) -> QColor:
|
|
if selected and DisplayOptions.flight_paths.all:
|
|
return self.highlight_color()
|
|
name = self.base_faction_color_name(player)
|
|
return CONST.COLORS[name]
|
|
|
|
def waypoint_brush(self, player: bool, selected: bool) -> QColor:
|
|
if selected and DisplayOptions.flight_paths.all:
|
|
return self.highlight_color(transparent=True)
|
|
name = self.base_faction_color_name(player)
|
|
return CONST.COLORS[f"{name}_transparent"]
|
|
|
|
def threat_pen(self, player: bool) -> QPen:
|
|
if player:
|
|
color = "blue"
|
|
else:
|
|
color = "red"
|
|
qpen = QPen(CONST.COLORS[color])
|
|
return qpen
|
|
|
|
def detection_pen(self, player: bool) -> QPen:
|
|
if player:
|
|
color = "purple"
|
|
else:
|
|
color = "yellow"
|
|
qpen = QPen(CONST.COLORS[color])
|
|
qpen.setStyle(Qt.DotLine)
|
|
return qpen
|
|
|
|
def flight_path_pen(self, player: bool, selected: bool) -> QPen:
|
|
if selected and DisplayOptions.flight_paths.all:
|
|
return self.highlight_color()
|
|
|
|
name = self.base_faction_color_name(player)
|
|
color = CONST.COLORS[name]
|
|
pen = QPen(brush=color)
|
|
pen.setColor(color)
|
|
pen.setWidth(1)
|
|
pen.setStyle(Qt.DashDotLine)
|
|
return pen
|
|
|
|
def addBackground(self):
|
|
scene = self.scene()
|
|
|
|
if not DisplayOptions.map_poly:
|
|
bg = QPixmap("./resources/" + self.game.theater.overview_image)
|
|
scene.addPixmap(bg)
|
|
|
|
# Apply graphical effects to simulate current daytime
|
|
if self.game.current_turn_time_of_day == TimeOfDay.Day:
|
|
pass
|
|
elif self.game.current_turn_time_of_day == TimeOfDay.Night:
|
|
ov = QPixmap(bg.width(), bg.height())
|
|
ov.fill(CONST.COLORS["night_overlay"])
|
|
overlay = scene.addPixmap(ov)
|
|
effect = QGraphicsOpacityEffect()
|
|
effect.setOpacity(0.7)
|
|
overlay.setGraphicsEffect(effect)
|
|
else:
|
|
ov = QPixmap(bg.width(), bg.height())
|
|
ov.fill(CONST.COLORS["dawn_dust_overlay"])
|
|
overlay = scene.addPixmap(ov)
|
|
effect = QGraphicsOpacityEffect()
|
|
effect.setOpacity(0.3)
|
|
overlay.setGraphicsEffect(effect)
|
|
|
|
else:
|
|
# Polygon display mode
|
|
if self.game.theater.landmap is not None:
|
|
|
|
for sea_zone in self.game.theater.landmap[2]:
|
|
print(sea_zone)
|
|
poly = QPolygonF([QPointF(*self._transform_point(Point(point[0], point[1]))) for point in sea_zone])
|
|
scene.addPolygon(poly, CONST.COLORS["sea_blue"], CONST.COLORS["sea_blue"])
|
|
|
|
for inclusion_zone in self.game.theater.landmap[0]:
|
|
poly = QPolygonF([QPointF(*self._transform_point(Point(point[0], point[1]))) for point in inclusion_zone])
|
|
scene.addPolygon(poly, CONST.COLORS["grey"], CONST.COLORS["dark_grey"])
|
|
|
|
for exclusion_zone in self.game.theater.landmap[1]:
|
|
poly = QPolygonF([QPointF(*self._transform_point(Point(point[0], point[1]))) for point in exclusion_zone])
|
|
scene.addPolygon(poly, CONST.COLORS["grey"], CONST.COLORS["dark_dark_grey"])
|
|
|
|
|
|
|
|
|