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https://github.com/dcs-liberation/dcs_liberation.git
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75 lines
2.9 KiB
Python
75 lines
2.9 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
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from game.data.weapons import Pylon, Weapon
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from game.ato.flight import Flight
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from game.ato.loadouts import Loadout
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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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self.has_added_clean_item = False
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current = self.flight.loadout.pylons.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.pylons[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 weapon_from_loadout(self, loadout: Loadout) -> Optional[Weapon]:
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weapon = loadout.pylons.get(self.pylon.number)
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if weapon is None:
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return None
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# TODO: Fix pydcs to support the <CLEAN> "weapon".
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# These are not exported in the pydcs weapon map, which causes the pydcs pylon
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# exporter to fail to include them in the supported list. Since they aren't
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# known to be compatible (and we can't show them as compatible for *every*
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# pylon, because they aren't), we won't have populated a "Clean" weapon when
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# creating the selection list, so it's not selectable. To work around this, add
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# the item to the list the first time it's encountered for the pylon.
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#
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# A similar hack exists in Pylon to support forcibly equipping this even when
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# it's not known to be compatible.
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if weapon.clsid == "<CLEAN>":
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if not self.has_added_clean_item:
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self.addItem("Clean", weapon)
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self.has_added_clean_item = True
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return weapon
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def matching_weapon_name(self, loadout: Loadout) -> str:
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if self.game.settings.restrict_weapons_by_date:
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loadout = loadout.degrade_for_date(self.flight.unit_type, self.game.date)
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weapon = self.weapon_from_loadout(loadout)
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if weapon is None:
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return "None"
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return weapon.name
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def set_from(self, loadout: Loadout) -> None:
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self.setCurrentText(self.matching_weapon_name(loadout))
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