mirror of
https://github.com/dcs-liberation/dcs_liberation.git
synced 2025-11-10 14:22:26 +00:00
This is the first step toward bundling all assets related to a save game into a single item. That makes it easier to avoid clobbering "temporary" assets from other games like the state.json, but also makes it easier for players to file bug reports, since there's only a single asset to upload. This is only the first step because so far it only includes the various save files: start of turn, end of last turn before results processing, and "latest" (the game saved explicitly by the player).
301 lines
11 KiB
Python
301 lines
11 KiB
Python
from datetime import datetime
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from typing import List, Optional
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from PySide6.QtWidgets import (
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QDialog,
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QFrame,
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QGroupBox,
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QHBoxLayout,
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QMessageBox,
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QPushButton,
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)
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import qt_ui.uiconstants as CONST
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from game import Game, persistence
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from game.ato.package import Package
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from game.ato.traveltime import TotEstimator
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from game.profiling import logged_duration
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from game.utils import meters
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from qt_ui.models import GameModel
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from qt_ui.simcontroller import SimController
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from qt_ui.uiflags import UiFlags
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from qt_ui.widgets.QBudgetBox import QBudgetBox
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from qt_ui.widgets.QConditionsWidget import QConditionsWidget
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from qt_ui.widgets.QFactionsInfos import QFactionsInfos
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from qt_ui.widgets.QIntelBox import QIntelBox
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from qt_ui.widgets.clientslots import MaxPlayerCount
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from qt_ui.widgets.simspeedcontrols import SimSpeedControls
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from qt_ui.windows.AirWingDialog import AirWingDialog
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from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
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from qt_ui.windows.PendingTransfersDialog import PendingTransfersDialog
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from qt_ui.windows.QWaitingForMissionResultWindow import QWaitingForMissionResultWindow
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class QTopPanel(QFrame):
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def __init__(
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self, game_model: GameModel, sim_controller: SimController, ui_flags: UiFlags
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) -> None:
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super(QTopPanel, self).__init__()
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self.game_model = game_model
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self.sim_controller = sim_controller
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self.dialog: Optional[QDialog] = None
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self.setMaximumHeight(70)
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self.conditionsWidget = QConditionsWidget(sim_controller)
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self.budgetBox = QBudgetBox(self.game)
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pass_turn_text = "Pass Turn"
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if not self.game or self.game.turn == 0:
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pass_turn_text = "Begin Campaign"
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self.passTurnButton = QPushButton(pass_turn_text)
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self.passTurnButton.setIcon(CONST.ICONS["PassTurn"])
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self.passTurnButton.setProperty("style", "btn-primary")
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self.passTurnButton.clicked.connect(self.passTurn)
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if not self.game:
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self.passTurnButton.setEnabled(False)
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self.proceedButton = QPushButton("Take off")
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self.proceedButton.setIcon(CONST.ICONS["Proceed"])
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self.proceedButton.setProperty("style", "start-button")
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self.proceedButton.clicked.connect(self.launch_mission)
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if not self.game or self.game.turn == 0:
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self.proceedButton.setEnabled(False)
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self.factionsInfos = QFactionsInfos(self.game)
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self.air_wing = QPushButton("Air Wing")
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self.air_wing.setDisabled(True)
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self.air_wing.setProperty("style", "btn-primary")
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self.air_wing.clicked.connect(self.open_air_wing)
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self.transfers = QPushButton("Transfers")
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self.transfers.setDisabled(True)
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self.transfers.setProperty("style", "btn-primary")
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self.transfers.clicked.connect(self.open_transfers)
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self.intel_box = QIntelBox(self.game)
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self.buttonBox = QGroupBox("Misc")
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self.buttonBoxLayout = QHBoxLayout()
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self.buttonBoxLayout.addWidget(self.air_wing)
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self.buttonBoxLayout.addWidget(self.transfers)
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self.buttonBox.setLayout(self.buttonBoxLayout)
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self.proceedBox = QGroupBox("Proceed")
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self.proceedBoxLayout = QHBoxLayout()
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if ui_flags.show_sim_speed_controls:
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self.proceedBoxLayout.addLayout(SimSpeedControls(sim_controller))
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self.proceedBoxLayout.addLayout(MaxPlayerCount(self.game_model.ato_model))
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self.proceedBoxLayout.addWidget(self.passTurnButton)
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self.proceedBoxLayout.addWidget(self.proceedButton)
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self.proceedBox.setLayout(self.proceedBoxLayout)
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self.layout = QHBoxLayout()
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self.layout.addWidget(self.factionsInfos)
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self.layout.addWidget(self.conditionsWidget)
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self.layout.addWidget(self.budgetBox)
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self.layout.addWidget(self.intel_box)
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self.layout.addWidget(self.buttonBox)
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self.layout.addStretch(1)
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self.layout.addWidget(self.proceedBox)
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self.layout.setContentsMargins(0, 0, 0, 0)
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self.setLayout(self.layout)
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GameUpdateSignal.get_instance().gameupdated.connect(self.setGame)
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GameUpdateSignal.get_instance().budgetupdated.connect(self.budget_update)
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@property
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def game(self) -> Optional[Game]:
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return self.game_model.game
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def setGame(self, game: Optional[Game]):
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if game is None:
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return
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self.air_wing.setEnabled(True)
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self.transfers.setEnabled(True)
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self.conditionsWidget.setCurrentTurn(game.turn, game.conditions)
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if game.conditions.weather.clouds:
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base_m = game.conditions.weather.clouds.base
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base_ft = int(meters(base_m).feet)
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self.conditionsWidget.setToolTip(f"Cloud Base: {base_m}m / {base_ft}ft")
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else:
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self.conditionsWidget.setToolTip("")
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self.intel_box.set_game(game)
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self.budgetBox.setGame(game)
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self.factionsInfos.setGame(game)
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self.passTurnButton.setEnabled(True)
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if game and game.turn > 0:
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self.passTurnButton.setText("Pass Turn")
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if game and game.turn == 0:
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self.passTurnButton.setText("Begin Campaign")
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self.proceedButton.setEnabled(False)
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else:
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self.proceedButton.setEnabled(True)
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def open_air_wing(self):
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self.dialog = AirWingDialog(self.game_model, self.window())
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self.dialog.show()
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def open_transfers(self):
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self.dialog = PendingTransfersDialog(self.game_model)
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self.dialog.show()
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def passTurn(self):
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with logged_duration("Skipping turn"):
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self.game.pass_turn(no_action=True)
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GameUpdateSignal.get_instance().updateGame(self.game)
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self.proceedButton.setEnabled(True)
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def negative_start_packages(self, now: datetime) -> List[Package]:
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packages = []
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for package in self.game_model.ato_model.ato.packages:
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if not package.flights:
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continue
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for flight in package.flights:
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startup = flight.flight_plan.startup_time()
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if startup < now:
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packages.append(package)
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break
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return packages
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@staticmethod
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def fix_tots(packages: List[Package]) -> None:
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for package in packages:
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estimator = TotEstimator(package)
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package.time_over_target = estimator.earliest_tot()
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def ato_has_clients(self) -> bool:
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for package in self.game.blue.ato.packages:
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for flight in package.flights:
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if flight.client_count > 0:
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return True
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return False
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def confirm_no_client_launch(self) -> bool:
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result = QMessageBox.question(
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self,
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"Continue without player pilots?",
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(
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"No player pilots have been assigned to flights. Continuing will allow "
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"the AI to perform the mission, but players will be unable to "
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"participate.<br />"
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"<br />"
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"To assign player pilots to a flight, select a package from the "
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"Packages panel on the left of the main window, and then a flight from "
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"the Flights panel below the Packages panel. The edit button below the "
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"Flights panel will allow you to assign specific pilots to the flight. "
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"If you have no player pilots available, the checkbox next to the "
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"name will convert them to a player.<br />"
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"<br />Click 'Yes' to continue with an AI only mission"
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"<br />Click 'No' if you'd like to make more changes."
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),
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QMessageBox.No,
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QMessageBox.Yes,
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)
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return result == QMessageBox.Yes
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def confirm_negative_start_time(self, negative_starts: List[Package]) -> bool:
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formatted = "<br />".join(
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[f"{p.primary_task} {p.target.name}" for p in negative_starts]
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)
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mbox = QMessageBox(
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QMessageBox.Question,
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"Continue with past start times?",
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(
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"Some flights in the following packages have start times set "
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"earlier than mission start time:<br />"
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"<br />"
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f"{formatted}<br />"
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"<br />"
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"Flight start times are estimated based on the package TOT, so it "
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"is possible that not all flights will be able to reach the "
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"target area at their assigned times.<br />"
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"<br />"
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"You can either continue with the mission as planned, with the "
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"misplanned flights potentially flying too fast and/or missing "
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"their rendezvous; automatically fix negative TOTs; or cancel "
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"mission start and fix the packages manually."
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),
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parent=self,
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)
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auto = mbox.addButton("Fix TOTs automatically", QMessageBox.ActionRole)
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ignore = mbox.addButton("Continue without fixing", QMessageBox.DestructiveRole)
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cancel = mbox.addButton(QMessageBox.Cancel)
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mbox.setEscapeButton(cancel)
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mbox.exec_()
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clicked = mbox.clickedButton()
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if clicked == auto:
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self.fix_tots(negative_starts)
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return True
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elif clicked == ignore:
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return True
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return False
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def check_no_missing_pilots(self) -> bool:
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missing_pilots = []
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for package in self.game.blue.ato.packages:
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for flight in package.flights:
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if flight.missing_pilots > 0:
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missing_pilots.append((package, flight))
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if not missing_pilots:
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return False
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formatted = "<br />".join(
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[f"{p.primary_task} {p.target}: {f}" for p, f in missing_pilots]
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)
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mbox = QMessageBox(
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QMessageBox.Critical,
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"Flights are missing pilots",
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(
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"The following flights are missing one or more pilots:<br />"
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"<br />"
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f"{formatted}<br />"
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"<br />"
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"You must either assign pilots to those flights or cancel those "
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"missions."
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),
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parent=self,
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)
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mbox.setEscapeButton(mbox.addButton(QMessageBox.Close))
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mbox.exec_()
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return True
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def launch_mission(self):
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"""Finishes planning and waits for mission completion."""
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if not self.ato_has_clients() and not self.confirm_no_client_launch():
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return
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if self.check_no_missing_pilots():
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return
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negative_starts = self.negative_start_packages(
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self.sim_controller.current_time_in_sim
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)
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if negative_starts:
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if not self.confirm_negative_start_time(negative_starts):
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return
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if self.game.settings.fast_forward_to_first_contact:
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with logged_duration("Simulating to first contact"):
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self.sim_controller.run_to_first_contact()
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self.sim_controller.generate_miz(
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persistence.mission_path_for("liberation_nextturn.miz")
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)
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waiting = QWaitingForMissionResultWindow(self.game, self.sim_controller, self)
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waiting.exec_()
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def budget_update(self, game: Game):
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self.budgetBox.setGame(game)
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