mirror of
https://github.com/dcs-liberation/dcs_liberation.git
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We need to resize the flight before attempting to claim the aircraft, or we'll reclaim the original number of aircraft rather than the new size.
225 lines
7.9 KiB
Python
225 lines
7.9 KiB
Python
import logging
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from typing import Optional, Callable
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from PySide2.QtCore import Signal, QModelIndex
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from PySide2.QtWidgets import (
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QLabel,
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QGroupBox,
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QSpinBox,
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QGridLayout,
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QComboBox,
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QHBoxLayout,
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QCheckBox,
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QVBoxLayout,
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)
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from game import Game
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from game.squadrons import Pilot
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from gen.flights.flight import Flight
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from qt_ui.models import PackageModel
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class PilotSelector(QComboBox):
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available_pilots_changed = Signal()
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def __init__(self, flight: Flight, idx: int) -> None:
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super().__init__()
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self.flight = flight
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self.pilot_index = idx
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self.rebuild()
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@staticmethod
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def text_for(pilot: Pilot) -> str:
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return pilot.name
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def _do_rebuild(self) -> None:
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self.clear()
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if self.pilot_index >= self.flight.count:
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self.addItem("No aircraft", None)
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self.setDisabled(True)
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return
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self.setEnabled(True)
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self.addItem("Unassigned", None)
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choices = list(self.flight.squadron.available_pilots)
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current_pilot = self.flight.pilots[self.pilot_index]
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if current_pilot is not None:
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choices.append(current_pilot)
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# Put players first, otherwise alphabetically.
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for pilot in sorted(choices, key=lambda p: (not p.player, p.name)):
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self.addItem(self.text_for(pilot), pilot)
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if current_pilot is None:
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self.setCurrentText("Unassigned")
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else:
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self.setCurrentText(self.text_for(current_pilot))
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self.currentIndexChanged.connect(self.replace_pilot)
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def rebuild(self) -> None:
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# The contents of the selector depend on the selection of the other selectors
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# for the flight, so changing the selection of one causes each selector to
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# rebuild. A rebuild causes a selection change, so if we don't block signals
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# during a rebuild we'll never stop rebuilding.
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self.blockSignals(True)
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try:
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self._do_rebuild()
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finally:
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self.blockSignals(False)
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def replace_pilot(self, index: QModelIndex) -> None:
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if self.itemText(index) == "No aircraft":
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# The roster resize is handled separately, so we have no pilots to remove.
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return
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pilot = self.itemData(index)
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if pilot == self.flight.pilots[self.pilot_index]:
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return
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self.flight.set_pilot(self.pilot_index, pilot)
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self.available_pilots_changed.emit()
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class PilotControls(QHBoxLayout):
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def __init__(self, flight: Flight, idx: int) -> None:
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super().__init__()
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self.flight = flight
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self.pilot_index = idx
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self.selector = PilotSelector(flight, idx)
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self.selector.currentIndexChanged.connect(self.on_pilot_changed)
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self.addWidget(self.selector)
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self.player_checkbox = QCheckBox()
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self.player_checkbox.setToolTip("Checked if this pilot is a player.")
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self.on_pilot_changed(self.selector.currentIndex())
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self.addWidget(self.player_checkbox)
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self.player_checkbox.toggled.connect(self.on_player_toggled)
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@property
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def pilot(self) -> Optional[Pilot]:
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if self.pilot_index >= self.flight.count:
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return None
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return self.flight.pilots[self.pilot_index]
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def on_player_toggled(self, checked: bool) -> None:
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pilot = self.pilot
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if pilot is None:
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logging.error("Cannot toggle state of a pilot when none is selected")
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return
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pilot.player = checked
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def on_pilot_changed(self, index: int) -> None:
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pilot = self.selector.itemData(index)
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self.player_checkbox.blockSignals(True)
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try:
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self.player_checkbox.setChecked(pilot is not None and pilot.player)
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finally:
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self.player_checkbox.blockSignals(False)
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def update_available_pilots(self) -> None:
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self.selector.rebuild()
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def enable_and_reset(self) -> None:
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self.selector.rebuild()
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self.on_pilot_changed(self.selector.currentIndex())
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def disable_and_clear(self) -> None:
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self.selector.rebuild()
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self.player_checkbox.blockSignals(True)
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try:
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self.player_checkbox.setEnabled(False)
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self.player_checkbox.setChecked(False)
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finally:
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self.player_checkbox.blockSignals(False)
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class FlightRosterEditor(QVBoxLayout):
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MAX_PILOTS = 4
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def __init__(self, flight: Flight) -> None:
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super().__init__()
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self.pilot_controls = []
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for pilot_idx in range(self.MAX_PILOTS):
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def make_reset_callback(source_idx: int) -> Callable[[int], None]:
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def callback() -> None:
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self.update_available_pilots(source_idx)
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return callback
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controls = PilotControls(flight, pilot_idx)
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controls.selector.available_pilots_changed.connect(
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make_reset_callback(pilot_idx)
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)
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self.pilot_controls.append(controls)
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self.addLayout(controls)
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def update_available_pilots(self, source_idx: int) -> None:
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for idx, controls in enumerate(self.pilot_controls):
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# No need to reset the source of the reset, it was just manually selected.
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if idx != source_idx:
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controls.update_available_pilots()
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def resize(self, new_size: int) -> None:
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if new_size > self.MAX_PILOTS:
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raise ValueError("A flight may not have more than four pilots.")
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for controls in self.pilot_controls[:new_size]:
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controls.enable_and_reset()
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for controls in self.pilot_controls[new_size:]:
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controls.disable_and_clear()
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class QFlightSlotEditor(QGroupBox):
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def __init__(self, package_model: PackageModel, flight: Flight, game: Game):
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super().__init__("Slots")
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self.package_model = package_model
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self.flight = flight
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self.game = game
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self.inventory = self.game.aircraft_inventory.for_control_point(flight.from_cp)
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available = self.inventory.available(self.flight.unit_type)
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max_count = self.flight.count + available
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if max_count > 4:
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max_count = 4
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layout = QGridLayout()
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self.aircraft_count = QLabel("Aircraft count:")
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self.aircraft_count_spinner = QSpinBox()
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self.aircraft_count_spinner.setMinimum(1)
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self.aircraft_count_spinner.setMaximum(max_count)
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self.aircraft_count_spinner.setValue(flight.count)
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self.aircraft_count_spinner.valueChanged.connect(self._changed_aircraft_count)
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layout.addWidget(self.aircraft_count, 0, 0)
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layout.addWidget(self.aircraft_count_spinner, 0, 1)
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layout.addWidget(QLabel("Squadron:"), 1, 0)
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layout.addWidget(QLabel(str(self.flight.squadron)), 1, 1)
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layout.addWidget(QLabel("Assigned pilots:"), 2, 0)
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self.roster_editor = FlightRosterEditor(flight)
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layout.addLayout(self.roster_editor, 2, 1)
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self.setLayout(layout)
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def _changed_aircraft_count(self):
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old_count = self.flight.count
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new_count = int(self.aircraft_count_spinner.value())
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self.game.aircraft_inventory.return_from_flight(self.flight)
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self.flight.resize(new_count)
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try:
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self.game.aircraft_inventory.claim_for_flight(self.flight)
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except ValueError:
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# The UI should have prevented this, but if we ran out of aircraft
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# then roll back the inventory change.
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difference = new_count - self.flight.count
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available = self.inventory.available(self.flight.unit_type)
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logging.error(
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f"Could not add {difference} additional aircraft to "
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f"{self.flight} because {self.flight.departure} has only "
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f"{available} {self.flight.unit_type} remaining"
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)
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self.game.aircraft_inventory.claim_for_flight(self.flight)
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self.flight.resize(old_count)
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return
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self.roster_editor.resize(new_count)
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