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https://github.com/dcs-liberation/dcs_liberation.git
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https://github.com/dcs-liberation/dcs_liberation/issues/1145 Currently this is fixed at the start of the campaign. The squadron locations are defined by the campaign file. Follow up work: * Track aircraft ownership per-squadron rather than per-airbase. * UI for relocating squadrons. * Ferry missions for squadrons that are relocating. * Auto-relocation (probably only for retreat handling). Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1138
275 lines
11 KiB
Python
275 lines
11 KiB
Python
from typing import Optional, Type
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from PySide2.QtCore import Qt, Signal
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from PySide2.QtWidgets import (
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QComboBox,
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QDialog,
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QLabel,
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QMessageBox,
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QPushButton,
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QVBoxLayout,
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QLineEdit,
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QHBoxLayout,
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)
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from dcs.unittype import FlyingType
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from game import Game
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from game.squadrons.squadron import Squadron
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from game.theater import ControlPoint, OffMapSpawn
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from gen.ato import Package
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from gen.flights.flight import Flight, FlightRoster
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from qt_ui.uiconstants import EVENT_ICONS
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from qt_ui.widgets.QFlightSizeSpinner import QFlightSizeSpinner
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from qt_ui.widgets.QLabeledWidget import QLabeledWidget
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from qt_ui.widgets.combos.QAircraftTypeSelector import QAircraftTypeSelector
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from qt_ui.widgets.combos.QArrivalAirfieldSelector import QArrivalAirfieldSelector
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from qt_ui.widgets.combos.QFlightTypeComboBox import QFlightTypeComboBox
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from qt_ui.widgets.combos.QOriginAirfieldSelector import QOriginAirfieldSelector
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from qt_ui.windows.mission.flight.SquadronSelector import SquadronSelector
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from qt_ui.windows.mission.flight.settings.QFlightSlotEditor import FlightRosterEditor
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class QFlightCreator(QDialog):
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created = Signal(Flight)
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def __init__(self, game: Game, package: Package, parent=None) -> None:
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super().__init__(parent=parent)
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self.game = game
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self.package = package
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self.custom_name_text = None
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self.country = self.game.blue.country_name
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self.setWindowTitle("Create flight")
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self.setWindowIcon(EVENT_ICONS["strike"])
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layout = QVBoxLayout()
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self.task_selector = QFlightTypeComboBox(self.game.theater, package.target)
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self.task_selector.setCurrentIndex(0)
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self.task_selector.currentIndexChanged.connect(self.on_task_changed)
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layout.addLayout(QLabeledWidget("Task:", self.task_selector))
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self.aircraft_selector = QAircraftTypeSelector(
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self.game.aircraft_inventory.available_types_for_player,
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self.task_selector.currentData(),
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)
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self.aircraft_selector.setCurrentIndex(0)
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self.aircraft_selector.currentIndexChanged.connect(self.on_aircraft_changed)
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layout.addLayout(QLabeledWidget("Aircraft:", self.aircraft_selector))
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self.squadron_selector = SquadronSelector(
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self.game.air_wing_for(player=True),
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self.task_selector.currentData(),
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self.aircraft_selector.currentData(),
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)
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self.squadron_selector.setCurrentIndex(0)
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layout.addLayout(QLabeledWidget("Squadron:", self.squadron_selector))
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self.departure = QOriginAirfieldSelector(
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self.game.aircraft_inventory,
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[cp for cp in game.theater.controlpoints if cp.captured],
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self.aircraft_selector.currentData(),
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)
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self.departure.availability_changed.connect(self.update_max_size)
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self.departure.currentIndexChanged.connect(self.on_departure_changed)
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layout.addLayout(QLabeledWidget("Departure:", self.departure))
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self.arrival = QArrivalAirfieldSelector(
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[cp for cp in game.theater.controlpoints if cp.captured],
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self.aircraft_selector.currentData(),
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"Same as departure",
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)
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layout.addLayout(QLabeledWidget("Arrival:", self.arrival))
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self.divert = QArrivalAirfieldSelector(
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[cp for cp in game.theater.controlpoints if cp.captured],
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self.aircraft_selector.currentData(),
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"None",
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)
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layout.addLayout(QLabeledWidget("Divert:", self.divert))
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self.flight_size_spinner = QFlightSizeSpinner()
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self.update_max_size(self.departure.available)
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layout.addLayout(QLabeledWidget("Size:", self.flight_size_spinner))
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squadron = self.squadron_selector.currentData()
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if squadron is None:
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roster = None
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else:
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roster = FlightRoster(
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squadron, initial_size=self.flight_size_spinner.value()
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)
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self.roster_editor = FlightRosterEditor(roster)
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self.flight_size_spinner.valueChanged.connect(self.resize_roster)
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self.squadron_selector.currentIndexChanged.connect(self.on_squadron_changed)
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roster_layout = QHBoxLayout()
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layout.addLayout(roster_layout)
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roster_layout.addWidget(QLabel("Assigned pilots:"))
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roster_layout.addLayout(self.roster_editor)
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# When an off-map spawn overrides the start type to in-flight, we save
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# the selected type into this value. If a non-off-map spawn is selected
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# we restore the previous choice.
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self.restore_start_type: Optional[str] = None
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self.start_type = QComboBox()
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self.start_type.addItems(["Cold", "Warm", "Runway", "In Flight"])
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self.start_type.setCurrentText(self.game.settings.default_start_type)
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layout.addLayout(
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QLabeledWidget(
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"Start type:",
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self.start_type,
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tooltip="Selects the start type for this flight.",
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)
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)
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layout.addWidget(
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QLabel(
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"Any option other than Cold will make this flight "
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+ "non-targetable<br />by OCA/Aircraft missions. This will affect "
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+ "game balance."
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)
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)
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self.custom_name = QLineEdit()
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self.custom_name.textChanged.connect(self.set_custom_name_text)
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layout.addLayout(
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QLabeledWidget("Custom Flight Name (Optional)", self.custom_name)
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)
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layout.addStretch()
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self.create_button = QPushButton("Create")
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self.create_button.clicked.connect(self.create_flight)
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layout.addWidget(self.create_button, alignment=Qt.AlignRight)
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self.setLayout(layout)
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self.on_departure_changed(self.departure.currentIndex())
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def reject(self) -> None:
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super().reject()
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# Clear the roster to return pilots to the pool.
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self.roster_editor.replace(None)
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def set_custom_name_text(self, text: str):
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self.custom_name_text = text
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def resize_roster(self, new_size: int) -> None:
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self.roster_editor.roster.resize(new_size)
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self.roster_editor.resize(new_size)
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def verify_form(self) -> Optional[str]:
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aircraft: Optional[Type[FlyingType]] = self.aircraft_selector.currentData()
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squadron: Optional[Squadron] = self.squadron_selector.currentData()
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origin: Optional[ControlPoint] = self.departure.currentData()
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arrival: Optional[ControlPoint] = self.arrival.currentData()
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divert: Optional[ControlPoint] = self.divert.currentData()
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size: int = self.flight_size_spinner.value()
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if aircraft is None:
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return "You must select an aircraft type."
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if squadron is None:
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return "You must select a squadron."
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if not origin.captured:
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return f"{origin.name} is not owned by your coalition."
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if arrival is not None and not arrival.captured:
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return f"{arrival.name} is not owned by your coalition."
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if divert is not None and not divert.captured:
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return f"{divert.name} is not owned by your coalition."
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available = origin.base.aircraft.get(aircraft, 0)
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if not available:
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return f"{origin.name} has no {aircraft.id} available."
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if size > available:
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return f"{origin.name} has only {available} {aircraft.id} available."
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if size <= 0:
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return f"Flight must have at least one aircraft."
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if self.custom_name_text and "|" in self.custom_name_text:
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return f"Cannot include | in flight name"
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return None
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def create_flight(self) -> None:
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error = self.verify_form()
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if error is not None:
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QMessageBox.critical(self, "Could not create flight", error, QMessageBox.Ok)
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return
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task = self.task_selector.currentData()
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squadron = self.squadron_selector.currentData()
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origin = self.departure.currentData()
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arrival = self.arrival.currentData()
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divert = self.divert.currentData()
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roster = self.roster_editor.roster
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if arrival is None:
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arrival = origin
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flight = Flight(
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self.package,
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self.country,
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squadron,
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# A bit of a hack to work around the old API. Not actually relevant because
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# the roster is passed explicitly. Needs a refactor.
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roster.max_size,
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task,
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self.start_type.currentText(),
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origin,
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arrival,
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divert,
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custom_name=self.custom_name_text,
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roster=roster,
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)
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# noinspection PyUnresolvedReferences
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self.created.emit(flight)
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self.accept()
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def on_aircraft_changed(self, index: int) -> None:
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new_aircraft = self.aircraft_selector.itemData(index)
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self.squadron_selector.update_items(
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self.task_selector.currentData(), new_aircraft
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)
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self.departure.change_aircraft(new_aircraft)
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self.arrival.change_aircraft(new_aircraft)
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self.divert.change_aircraft(new_aircraft)
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def on_departure_changed(self, index: int) -> None:
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departure = self.departure.itemData(index)
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if isinstance(departure, OffMapSpawn):
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previous_type = self.start_type.currentText()
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if previous_type != "In Flight":
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self.restore_start_type = previous_type
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self.start_type.setCurrentText("In Flight")
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self.start_type.setEnabled(False)
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else:
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self.start_type.setEnabled(True)
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if self.restore_start_type is not None:
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self.start_type.setCurrentText(self.restore_start_type)
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self.restore_start_type = None
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def on_task_changed(self, index: int) -> None:
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task = self.task_selector.itemData(index)
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self.aircraft_selector.update_items(
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task, self.game.aircraft_inventory.available_types_for_player
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)
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self.squadron_selector.update_items(task, self.aircraft_selector.currentData())
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def on_squadron_changed(self, index: int) -> None:
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squadron = self.squadron_selector.itemData(index)
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# Clear the roster first so we return the pilots to the pool. This way if we end
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# up repopulating from the same squadron we'll get the same pilots back.
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self.roster_editor.replace(None)
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if squadron is not None:
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self.roster_editor.replace(
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FlightRoster(squadron, self.flight_size_spinner.value())
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)
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def update_max_size(self, available: int) -> None:
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aircraft = self.aircraft_selector.currentData()
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if aircraft is None:
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self.flight_size_spinner.setMaximum(0)
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return
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self.flight_size_spinner.setMaximum(min(available, aircraft.max_group_size))
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if self.flight_size_spinner.maximum() >= 2:
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self.flight_size_spinner.setValue(2)
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