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https://github.com/dcs-liberation/dcs_liberation.git
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An alternative to https://github.com/dcs-liberation/dcs_liberation/pull/2891 that I ended up liking much better (I had assumed some part of the UI would fail or at least look terrible with this approach, but it seems to work quite well). On by default now since it's far less frightening than the previous thing. Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2735. (cherry picked from commit 24e72475b42f40930db77b2a015f23efed25ec29)
112 lines
3.7 KiB
Python
112 lines
3.7 KiB
Python
from __future__ import annotations
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import logging
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from collections.abc import Iterator
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from contextlib import contextmanager
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from datetime import datetime, timedelta
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from pathlib import Path
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from typing import Callable, Optional, TYPE_CHECKING
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from PySide6.QtCore import QObject, Signal
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from game.polldebriefingfilethread import PollDebriefingFileThread
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from game.sim.gameloop import GameLoop
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from game.sim.gameupdatecallbacks import GameUpdateCallbacks
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from game.sim.gameupdateevents import GameUpdateEvents
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from game.sim.simspeedsetting import SimSpeedSetting
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if TYPE_CHECKING:
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from game import Game
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from game.debriefing import Debriefing
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class SimController(QObject):
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sim_update = Signal(GameUpdateEvents)
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sim_speed_changed = Signal(SimSpeedSetting)
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simulation_complete = Signal()
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def __init__(self, game: Optional[Game]) -> None:
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super().__init__()
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self.game_loop: Optional[GameLoop] = None
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self.recreate_game_loop(game)
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self.started = False
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@property
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def completed(self) -> bool:
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return self.game_loop.completed
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@property
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def current_time_in_sim_if_game_loaded(self) -> datetime | None:
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if self.game_loop is None:
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return None
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return self.game_loop.current_time_in_sim
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@property
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def current_time_in_sim(self) -> datetime:
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time = self.current_time_in_sim_if_game_loaded
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if time is None:
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raise RuntimeError("No game is loaded")
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return time
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@property
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def elapsed_time(self) -> timedelta:
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if self.game_loop is None:
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return timedelta()
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return self.game_loop.elapsed_time
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def set_game(self, game: Optional[Game]) -> None:
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self.sim_speed_changed.emit(SimSpeedSetting.PAUSED)
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self.recreate_game_loop(game)
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def recreate_game_loop(self, game: Optional[Game]) -> None:
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if self.game_loop is not None:
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self.game_loop.pause()
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self.game_loop = None
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if game is not None:
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self.game_loop = GameLoop(
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game,
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GameUpdateCallbacks(self.on_simulation_complete, self.sim_update.emit),
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)
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self.started = False
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def set_simulation_speed(self, simulation_speed: SimSpeedSetting) -> None:
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if self.game_loop.completed and simulation_speed is not SimSpeedSetting.PAUSED:
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logging.debug("Cannot unpause sim: already complete")
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return
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if not self.started and simulation_speed is not SimSpeedSetting.PAUSED:
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self.game_loop.start()
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self.started = True
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self.sim_speed_changed.emit(simulation_speed)
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self.game_loop.set_simulation_speed(simulation_speed)
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@contextmanager
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def paused_sim(self) -> Iterator[None]:
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with self.game_loop.paused_sim():
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yield
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def run_to_first_contact(self) -> None:
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self.game_loop.run_to_first_contact()
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def generate_miz(self, output: Path) -> None:
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self.game_loop.pause_and_generate_miz(output)
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def wait_for_debriefing(
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self, callback: Callable[[Debriefing], None]
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) -> PollDebriefingFileThread:
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thread = PollDebriefingFileThread(callback, self.game_loop.sim)
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thread.start()
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return thread
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def debrief_current_state(
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self, state_path: Path, force_end: bool = False
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) -> Debriefing:
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return self.game_loop.pause_and_debrief(state_path, force_end)
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def process_results(self, debriefing: Debriefing) -> None:
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return self.game_loop.complete_with_results(debriefing)
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def on_simulation_complete(self) -> None:
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logging.debug("Simulation complete")
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self.sim_speed_changed.emit(SimSpeedSetting.PAUSED)
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self.simulation_complete.emit()
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