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# Conflicts: # changelog.md # game/db.py # game/navmesh.py # game/operation/operation.py # game/theater/conflicttheater.py # game/theater/controlpoint.py # game/theater/start_generator.py # game/theater/theatergroundobject.py # game/threatzones.py # game/version.py # gen/aircraft.py # gen/airsupportgen.py # gen/fleet/carrier_group.py # gen/flights/ai_flight_planner.py # gen/flights/ai_flight_planner_db.py # gen/flights/flightplan.py # gen/flights/waypointbuilder.py # gen/groundobjectsgen.py # gen/kneeboard.py # pydcs # pydcs_extensions/f22a/f22a.py # qt_ui/uiconstants.py # qt_ui/widgets/combos/QAircraftTypeSelector.py # qt_ui/widgets/map/QLiberationMap.py # qt_ui/windows/QUnitInfoWindow.py # qt_ui/windows/mission/flight/payload/QPylonEditor.py # qt_ui/windows/settings/QSettingsWindow.py
91 lines
3.5 KiB
Python
91 lines
3.5 KiB
Python
import logging
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import operator
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from typing import Optional
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from PySide2.QtWidgets import QComboBox
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from game import Game, db
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from game.data.weapons import Pylon, Weapon
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from gen.flights.flight import Flight
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from dcs import weapons_data
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class QPylonEditor(QComboBox):
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def __init__(self, game: Game, flight: Flight, pylon: Pylon) -> None:
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super().__init__()
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self.flight = flight
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self.pylon = pylon
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self.game = game
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current = self.flight.loadout.get(self.pylon.number)
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self.addItem("None", None)
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if self.game.settings.restrict_weapons_by_date:
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weapons = pylon.available_on(self.game.date)
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else:
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weapons = pylon.allowed
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allowed = sorted(weapons, key=operator.attrgetter("name"))
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for i, weapon in enumerate(allowed):
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self.addItem(weapon.name, weapon)
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if current == weapon:
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self.setCurrentIndex(i + 1)
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self.currentIndexChanged.connect(self.on_pylon_change)
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def on_pylon_change(self):
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selected: Optional[Weapon] = self.currentData()
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self.flight.loadout[self.pylon.number] = selected
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if selected is None:
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logging.debug(f"Pylon {self.pylon.number} emptied")
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else:
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logging.debug(f"Pylon {self.pylon.number} changed to {selected.name}")
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def default_loadout(self) -> None:
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self.flight.unit_type.load_payloads()
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self.setCurrentText("None")
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pylon_default_weapon = None
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historical_weapon = None
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loadout = None
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# Iterate through each possible payload type for a given aircraft.
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# Some aircraft have custom loadouts that in aren't the standard set.
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for payload_override in db.EXPANDED_TASK_PAYLOAD_OVERRIDE.get(
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self.flight.flight_type.name
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):
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if loadout is None:
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loadout = self.flight.unit_type.loadout_by_name(payload_override)
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if loadout is not None:
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for i in loadout:
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if i[0] == self.pylon.number:
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pylon_default_weapon = i[1]["clsid"]
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# TODO: Handle removed pylons better.
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if pylon_default_weapon == "<CLEAN>":
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pylon_default_weapon = None
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if pylon_default_weapon is not None:
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if self.game.settings.restrict_weapons_by_date:
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orig_weapon = Weapon.from_clsid(pylon_default_weapon)
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if not orig_weapon.available_on(self.game.date):
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for fallback in orig_weapon.fallbacks:
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if historical_weapon is None:
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if not self.pylon.can_equip(fallback):
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continue
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if not fallback.available_on(self.game.date):
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continue
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historical_weapon = fallback
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else:
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historical_weapon = orig_weapon
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if historical_weapon is not None:
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self.setCurrentText(
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weapons_data.weapon_ids.get(historical_weapon.cls_id).get(
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"name"
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)
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)
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else:
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weapon = weapons_data.weapon_ids.get(pylon_default_weapon)
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if weapon is not None:
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self.setCurrentText(
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weapons_data.weapon_ids.get(pylon_default_weapon).get("name")
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)
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else:
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self.setCurrentText(pylon_default_weapon)
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