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https://github.com/dcs-liberation/dcs_liberation.git
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We estimate the longest possible time from mission start to TOT for all flights in a package and use that to set the TOT (plus any delay used to stagger flights). This both cuts down on loiter time for shorter flights and ensures that long flights will make it to the target in time. This is also used to compute the start time for the AI, so the explicit delay option is no longer needed.
107 lines
3.7 KiB
Python
107 lines
3.7 KiB
Python
from typing import Optional
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from PySide2.QtCore import Qt, Signal
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from PySide2.QtWidgets import (
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QDialog,
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QPushButton,
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QVBoxLayout,
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)
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from dcs.planes import PlaneType
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from game import Game
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from gen.ato import Package
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from gen.flights.flight import Flight
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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.QFlightTypeComboBox import QFlightTypeComboBox
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from qt_ui.widgets.combos.QOriginAirfieldSelector import QOriginAirfieldSelector
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from theater import ControlPoint
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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) -> None:
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super().__init__()
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self.game = game
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self.package = package
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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(
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self.game.theater, package.target
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)
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self.task_selector.setCurrentIndex(0)
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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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)
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self.aircraft_selector.setCurrentIndex(0)
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self.aircraft_selector.currentIndexChanged.connect(
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self.on_aircraft_changed)
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layout.addLayout(QLabeledWidget("Aircraft:", self.aircraft_selector))
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self.airfield_selector = 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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layout.addLayout(QLabeledWidget("Airfield:", self.airfield_selector))
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self.flight_size_spinner = QFlightSizeSpinner()
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layout.addLayout(QLabeledWidget("Count:", self.flight_size_spinner))
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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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def verify_form(self) -> Optional[str]:
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aircraft: PlaneType = self.aircraft_selector.currentData()
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origin: ControlPoint = self.airfield_selector.currentData()
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size: int = self.flight_size_spinner.value()
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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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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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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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self.error_box("Could not create flight", error)
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return
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task = self.task_selector.currentData()
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aircraft = self.aircraft_selector.currentData()
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origin = self.airfield_selector.currentData()
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size = self.flight_size_spinner.value()
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if self.game.settings.perf_ai_parking_start:
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start_type = "Cold"
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else:
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start_type = "Warm"
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flight = Flight(aircraft, size, origin, task, start_type)
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flight.scheduled_in = self.package.delay
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# noinspection PyUnresolvedReferences
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self.created.emit(flight)
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self.close()
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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.airfield_selector.change_aircraft(new_aircraft)
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