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https://github.com/dcs-liberation/dcs_liberation.git
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- completly refactored the way TGO handles groups and replaced the usage of the pydcs ground groups (vehicle, ship, static) with an own Group and Unit class. - this allows us to only take care of dcs group generation during miz generation, where it should have always been. - We can now have any type of unit (even statics) in the same logic ground group we handle in liberation. this is independent from the dcs group handling. the dcs group will only be genarted when takeoff is pressed. - Refactored the unitmap and the scenery object handling to adopt to changes that now TGOs can hold all Units we want. - Cleaned up many many many lines of uneeded hacks to build stuff around dcs groups. - Removed IDs for TGOs as the names we generate are unique and for liberation to work we need no ids. Unique IDs for dcs will be generated for the units and groups only.
72 lines
2.2 KiB
Python
72 lines
2.2 KiB
Python
from PySide2.QtGui import QStandardItem, QStandardItemModel
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from game import Game
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from game.theater import SamGroundObject
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from qt_ui.widgets.combos.QFilteredComboBox import QFilteredComboBox
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class StrikeTargetInfo:
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def __init__(self):
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self.name = ""
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self.location = None
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self.units = []
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self.buildings = []
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class QStrikeTargetSelectionComboBox(QFilteredComboBox):
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def __init__(self, game: Game, parent=None):
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super(QStrikeTargetSelectionComboBox, self).__init__(parent)
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self.game = game
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self.find_possible_strike_targets()
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for t in self.targets:
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print(t.name + " - " + str(len(t.units)) + " " + str(len(t.buildings)))
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def get_selected_target(self) -> StrikeTargetInfo:
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n = self.currentText()
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for target in self.targets:
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if target.name == n:
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return target
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def find_possible_strike_targets(self):
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self.targets = []
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i = 0
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model = QStandardItemModel()
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def add_model_item(i, model, target):
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item = QStandardItem(target.name)
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model.setItem(i, 0, item)
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self.targets.append(target)
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return i + 1
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for cp in self.game.theater.controlpoints:
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if cp.captured:
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continue
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added_obj_names = []
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for g in cp.ground_objects:
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if g.obj_name in added_obj_names:
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continue
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target = StrikeTargetInfo()
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target.location = g
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target.name = g.obj_name
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if isinstance(g, SamGroundObject):
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target.name = g.obj_name + " [units]"
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for group in g.groups:
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for u in group.units:
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target.units.append(u)
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else:
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target.name = g.obj_name + " [" + g.category + "]"
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for g2 in cp.ground_objects:
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if g2 is not g and g2.obj_name == g.obj_name:
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target.buildings.append(g2)
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i = add_model_item(i, model, target)
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added_obj_names.append(g.obj_name)
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self.setModel(model)
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