Dan Albert c258409a8d Add AI planning for airlifts.
Downside to the current implementation is that whether or not transports
that were purchased last turn will be available for airlift this turn is
arbitrary. This is because transfers are created at the same time as
units are delivered, and units are delivered in an arbitrary order per
CP. If the helicopters are delivered before the ground units they'll
have access to the transports, otherwise they'll be refunded. This will
be fixed later when I rework the transfer requests to not require
immediate fulfillment.

https://github.com/Khopa/dcs_liberation/issues/825
2021-04-23 01:10:03 -07:00

118 lines
4.1 KiB
Python

"""Common base for objects drawn on the game map."""
from typing import Optional
from PySide2.QtCore import Qt
from PySide2.QtGui import QPen
from PySide2.QtWidgets import (
QAction,
QGraphicsLineItem,
QGraphicsSceneContextMenuEvent,
QGraphicsSceneHoverEvent,
QGraphicsSceneMouseEvent,
QMenu,
)
import qt_ui.uiconstants as const
from game.theater import FrontLine
from qt_ui.dialogs import Dialog
from qt_ui.models import GameModel
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
from qt_ui.windows.mission.QPackageDialog import QNewPackageDialog
class QFrontLine(QGraphicsLineItem):
"""Base class for objects drawn on the game map.
Game map objects have an on_click behavior that triggers on left click, and
change the mouse cursor on hover.
"""
def __init__(
self,
x1: float,
y1: float,
x2: float,
y2: float,
mission_target: FrontLine,
game_model: GameModel,
) -> None:
super().__init__(x1, y1, x2, y2)
self.mission_target = mission_target
self.game_model = game_model
self.new_package_dialog: Optional[QNewPackageDialog] = None
self.setAcceptHoverEvents(True)
pen = QPen(brush=const.COLORS["bright_red"])
pen.setColor(const.COLORS["orange"])
pen.setWidth(8)
self.setPen(pen)
def hoverEnterEvent(self, event: QGraphicsSceneHoverEvent):
self.setCursor(Qt.PointingHandCursor)
def mousePressEvent(self, event: QGraphicsSceneMouseEvent):
if event.button() == Qt.LeftButton:
self.on_click()
def contextMenuEvent(self, event: QGraphicsSceneContextMenuEvent) -> None:
menu = QMenu("Menu")
object_details_action = QAction(self.object_dialog_text)
object_details_action.triggered.connect(self.on_click)
menu.addAction(object_details_action)
new_package_action = QAction(f"New package")
new_package_action.triggered.connect(self.open_new_package_dialog)
menu.addAction(new_package_action)
if self.game_model.game.settings.enable_frontline_cheats:
cheat_forward = QAction(f"CHEAT: Advance Frontline")
cheat_forward.triggered.connect(self.cheat_forward)
menu.addAction(cheat_forward)
cheat_backward = QAction(f"CHEAT: Retreat Frontline")
cheat_backward.triggered.connect(self.cheat_backward)
menu.addAction(cheat_backward)
menu.exec_(event.screenPos())
@property
def object_dialog_text(self) -> str:
"""Text to for the object's dialog in the context menu.
Right clicking a map object will open a context menu and the first item
will open the details dialog for this object. This menu action has the
same behavior as the on_click event.
Return:
The text that should be displayed for the menu item.
"""
return "Details"
def on_click(self) -> None:
"""The action to take when this map object is left-clicked.
Typically this should open a details view of the object.
"""
raise NotImplementedError
def open_new_package_dialog(self) -> None:
"""Opens the dialog for planning a new mission package."""
Dialog.open_new_package_dialog(self.mission_target)
def cheat_forward(self) -> None:
self.mission_target.control_point_a.base.affect_strength(0.1)
self.mission_target.control_point_b.base.affect_strength(-0.1)
# Clear the ATO to replan missions affected by the front line.
self.game_model.game.reset_ato()
self.game_model.game.initialize_turn()
GameUpdateSignal.get_instance().updateGame(self.game_model.game)
def cheat_backward(self) -> None:
self.mission_target.control_point_a.base.affect_strength(-0.1)
self.mission_target.control_point_b.base.affect_strength(0.1)
# Clear the ATO to replan missions affected by the front line.
self.game_model.game.reset_ato()
self.game_model.game.initialize_turn()
GameUpdateSignal.get_instance().updateGame(self.game_model.game)