mirror of
https://github.com/dcs-liberation/dcs_liberation.git
synced 2025-11-10 14:22:26 +00:00
This is the first step in a larger project to add play/pause buttons to the Liberation UI so the mission can be generated at any point. docs/design/turnless.md describes the plan. This adds an option to fast forward the turn to first contact before generating the mission. None of that is reflected in the UI (for now), but the miz will be generated with many flights in the air. For now "first contact" means as soon as any flight reaches its IP. I'll follow up to add threat checking so that air-to-air combat also triggers this, as will entering a SAM's threat zone. This also includes an option to halt fast-forward whenever a player flight reaches a certain mission-prep phase. This can be used to avoid fast forwarding past the player's startup time, taxi time, or takeoff time. By default this option is disabled so player aircraft may start in the air (possibly even at their IP if they're the first mission to reach IP). Fuel states do not currently account for distance traveled during fast forward. That will come later. https://github.com/dcs-liberation/dcs_liberation/issues/1681
289 lines
11 KiB
Python
289 lines
11 KiB
Python
from typing import List, Optional
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from PySide2.QtWidgets import (
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QDialog,
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QFrame,
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QGroupBox,
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QHBoxLayout,
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QMessageBox,
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QPushButton,
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)
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import qt_ui.uiconstants as CONST
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from game import Game, persistency
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from game.ato.package import Package
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from game.profiling import logged_duration
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from game.sim import MissionSimulation
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from game.utils import meters
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from gen.flights.traveltime import TotEstimator
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from qt_ui.models import GameModel
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from qt_ui.widgets.QBudgetBox import QBudgetBox
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from qt_ui.widgets.QConditionsWidget import QConditionsWidget
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from qt_ui.widgets.QFactionsInfos import QFactionsInfos
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from qt_ui.widgets.QIntelBox import QIntelBox
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from qt_ui.widgets.clientslots import MaxPlayerCount
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from qt_ui.windows.AirWingDialog import AirWingDialog
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from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
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from qt_ui.windows.PendingTransfersDialog import PendingTransfersDialog
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from qt_ui.windows.QWaitingForMissionResultWindow import QWaitingForMissionResultWindow
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class QTopPanel(QFrame):
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def __init__(self, game_model: GameModel):
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super(QTopPanel, self).__init__()
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self.game_model = game_model
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self.dialog: Optional[QDialog] = None
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self.setMaximumHeight(70)
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self.init_ui()
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GameUpdateSignal.get_instance().gameupdated.connect(self.setGame)
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GameUpdateSignal.get_instance().budgetupdated.connect(self.budget_update)
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@property
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def game(self) -> Optional[Game]:
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return self.game_model.game
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def init_ui(self):
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self.conditionsWidget = QConditionsWidget()
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self.budgetBox = QBudgetBox(self.game)
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pass_turn_text = "Pass Turn"
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if not self.game or self.game.turn == 0:
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pass_turn_text = "Begin Campaign"
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self.passTurnButton = QPushButton(pass_turn_text)
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self.passTurnButton.setIcon(CONST.ICONS["PassTurn"])
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self.passTurnButton.setProperty("style", "btn-primary")
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self.passTurnButton.clicked.connect(self.passTurn)
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if not self.game:
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self.passTurnButton.setEnabled(False)
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self.proceedButton = QPushButton("Take off")
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self.proceedButton.setIcon(CONST.ICONS["Proceed"])
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self.proceedButton.setProperty("style", "start-button")
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self.proceedButton.clicked.connect(self.launch_mission)
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if not self.game or self.game.turn == 0:
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self.proceedButton.setEnabled(False)
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self.factionsInfos = QFactionsInfos(self.game)
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self.air_wing = QPushButton("Air Wing")
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self.air_wing.setDisabled(True)
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self.air_wing.setProperty("style", "btn-primary")
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self.air_wing.clicked.connect(self.open_air_wing)
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self.transfers = QPushButton("Transfers")
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self.transfers.setDisabled(True)
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self.transfers.setProperty("style", "btn-primary")
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self.transfers.clicked.connect(self.open_transfers)
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self.intel_box = QIntelBox(self.game)
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self.buttonBox = QGroupBox("Misc")
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self.buttonBoxLayout = QHBoxLayout()
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self.buttonBoxLayout.addWidget(self.air_wing)
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self.buttonBoxLayout.addWidget(self.transfers)
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self.buttonBox.setLayout(self.buttonBoxLayout)
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self.proceedBox = QGroupBox("Proceed")
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self.proceedBoxLayout = QHBoxLayout()
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self.proceedBoxLayout.addLayout(MaxPlayerCount(self.game_model.ato_model))
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self.proceedBoxLayout.addWidget(self.passTurnButton)
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self.proceedBoxLayout.addWidget(self.proceedButton)
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self.proceedBox.setLayout(self.proceedBoxLayout)
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self.layout = QHBoxLayout()
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self.layout.addWidget(self.factionsInfos)
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self.layout.addWidget(self.conditionsWidget)
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self.layout.addWidget(self.budgetBox)
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self.layout.addWidget(self.intel_box)
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self.layout.addWidget(self.buttonBox)
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self.layout.addStretch(1)
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self.layout.addWidget(self.proceedBox)
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self.layout.setContentsMargins(0, 0, 0, 0)
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self.setLayout(self.layout)
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def setGame(self, game: Optional[Game]):
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if game is None:
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return
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self.air_wing.setEnabled(True)
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self.transfers.setEnabled(True)
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self.conditionsWidget.setCurrentTurn(game.turn, game.conditions)
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if game.conditions.weather.clouds:
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base_m = game.conditions.weather.clouds.base
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base_ft = int(meters(base_m).feet)
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self.conditionsWidget.setToolTip(f"Cloud Base: {base_m}m / {base_ft}ft")
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else:
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self.conditionsWidget.setToolTip("")
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self.intel_box.set_game(game)
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self.budgetBox.setGame(game)
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self.factionsInfos.setGame(game)
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self.passTurnButton.setEnabled(True)
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if game and game.turn > 0:
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self.passTurnButton.setText("Pass Turn")
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if game and game.turn == 0:
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self.passTurnButton.setText("Begin Campaign")
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self.proceedButton.setEnabled(False)
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else:
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self.proceedButton.setEnabled(True)
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def open_air_wing(self):
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self.dialog = AirWingDialog(self.game_model, self.window())
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self.dialog.show()
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def open_transfers(self):
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self.dialog = PendingTransfersDialog(self.game_model)
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self.dialog.show()
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def passTurn(self):
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with logged_duration("Skipping turn"):
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self.game.pass_turn(no_action=True)
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GameUpdateSignal.get_instance().updateGame(self.game)
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self.proceedButton.setEnabled(True)
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def negative_start_packages(self) -> List[Package]:
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packages = []
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for package in self.game_model.ato_model.ato.packages:
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if not package.flights:
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continue
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estimator = TotEstimator(package)
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for flight in package.flights:
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if estimator.mission_start_time(flight).total_seconds() < 0:
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packages.append(package)
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break
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return packages
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@staticmethod
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def fix_tots(packages: List[Package]) -> None:
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for package in packages:
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estimator = TotEstimator(package)
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package.time_over_target = estimator.earliest_tot()
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def ato_has_clients(self) -> bool:
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for package in self.game.blue.ato.packages:
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for flight in package.flights:
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if flight.client_count > 0:
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return True
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return False
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def confirm_no_client_launch(self) -> bool:
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result = QMessageBox.question(
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self,
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"Continue without player pilots?",
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(
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"No player pilots have been assigned to flights. Continuing will allow "
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"the AI to perform the mission, but players will be unable to "
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"participate.<br />"
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"<br />"
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"To assign player pilots to a flight, select a package from the "
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"Packages panel on the left of the main window, and then a flight from "
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"the Flights panel below the Packages panel. The edit button below the "
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"Flights panel will allow you to assign specific pilots to the flight. "
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"If you have no player pilots available, the checkbox next to the "
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"name will convert them to a player.<br />"
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"<br />Click 'Yes' to continue with an AI only mission"
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"<br />Click 'No' if you'd like to make more changes."
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),
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QMessageBox.No,
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QMessageBox.Yes,
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)
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return result == QMessageBox.Yes
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def confirm_negative_start_time(self, negative_starts: List[Package]) -> bool:
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formatted = "<br />".join(
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[f"{p.primary_task} {p.target.name}" for p in negative_starts]
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)
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mbox = QMessageBox(
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QMessageBox.Question,
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"Continue with past start times?",
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(
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"Some flights in the following packages have start times set "
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"earlier than mission start time:<br />"
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"<br />"
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f"{formatted}<br />"
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"<br />"
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"Flight start times are estimated based on the package TOT, so it "
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"is possible that not all flights will be able to reach the "
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"target area at their assigned times.<br />"
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"<br />"
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"You can either continue with the mission as planned, with the "
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"misplanned flights potentially flying too fast and/or missing "
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"their rendezvous; automatically fix negative TOTs; or cancel "
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"mission start and fix the packages manually."
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),
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parent=self,
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)
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auto = mbox.addButton("Fix TOTs automatically", QMessageBox.ActionRole)
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ignore = mbox.addButton("Continue without fixing", QMessageBox.DestructiveRole)
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cancel = mbox.addButton(QMessageBox.Cancel)
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mbox.setEscapeButton(cancel)
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mbox.exec_()
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clicked = mbox.clickedButton()
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if clicked == auto:
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self.fix_tots(negative_starts)
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return True
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elif clicked == ignore:
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return True
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return False
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def check_no_missing_pilots(self) -> bool:
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missing_pilots = []
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for package in self.game.blue.ato.packages:
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for flight in package.flights:
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if flight.missing_pilots > 0:
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missing_pilots.append((package, flight))
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if not missing_pilots:
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return False
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formatted = "<br />".join(
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[f"{p.primary_task} {p.target}: {f}" for p, f in missing_pilots]
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)
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mbox = QMessageBox(
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QMessageBox.Critical,
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"Flights are missing pilots",
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(
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"The following flights are missing one or more pilots:<br />"
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"<br />"
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f"{formatted}<br />"
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"<br />"
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"You must either assign pilots to those flights or cancel those "
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"missions."
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),
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parent=self,
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)
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mbox.setEscapeButton(mbox.addButton(QMessageBox.Close))
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mbox.exec_()
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return True
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def launch_mission(self):
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"""Finishes planning and waits for mission completion."""
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if not self.ato_has_clients() and not self.confirm_no_client_launch():
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return
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if self.check_no_missing_pilots():
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return
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negative_starts = self.negative_start_packages()
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if negative_starts:
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if not self.confirm_negative_start_time(negative_starts):
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return
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sim = MissionSimulation(self.game)
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sim.run()
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sim.generate_miz(persistency.mission_path_for("liberation_nextturn.miz"))
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waiting = QWaitingForMissionResultWindow(self.game, sim, self)
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waiting.exec_()
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def budget_update(self, game: Game):
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self.budgetBox.setGame(game)
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