mirror of
https://github.com/dcs-liberation/dcs_liberation.git
synced 2025-11-10 14:22:26 +00:00
195 lines
6.9 KiB
Python
195 lines
6.9 KiB
Python
import logging
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from typing import Optional
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from PySide2.QtCore import Signal, QModelIndex
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from PySide2.QtWidgets import (
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QLabel,
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QGroupBox,
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QSpinBox,
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QGridLayout,
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QComboBox,
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QHBoxLayout,
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QCheckBox,
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)
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from game import Game
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from game.squadrons import Pilot
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from gen.flights.flight import Flight
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from qt_ui.models import PackageModel
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class PilotSelector(QComboBox):
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available_pilots_changed = Signal()
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def __init__(self, flight: Flight, idx: int) -> None:
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super().__init__()
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self.flight = flight
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self.pilot_index = idx
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self.rebuild(initial_build=True)
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@staticmethod
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def text_for(pilot: Pilot) -> str:
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return pilot.name
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def _do_rebuild(self) -> None:
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self.clear()
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if self.pilot_index >= self.flight.count:
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self.addItem("No aircraft", None)
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self.setDisabled(True)
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return
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self.setEnabled(True)
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self.addItem("Unassigned", None)
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choices = list(self.flight.squadron.available_pilots)
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current_pilot = self.flight.pilots[self.pilot_index]
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if current_pilot is not None:
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choices.append(current_pilot)
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# Put players first, otherwise alphabetically.
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for pilot in sorted(choices, key=lambda p: (not p.player, p.name)):
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self.addItem(self.text_for(pilot), pilot)
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if current_pilot is None:
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self.setCurrentText("Unassigned")
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return
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self.setCurrentText(self.text_for(current_pilot))
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self.currentIndexChanged.connect(self.replace_pilot)
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def rebuild(self, initial_build: bool = False) -> None:
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current_selection = self.currentData()
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# The contents of the selector depend on the selection of the other selectors
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# for the flight, so changing the selection of one causes each selector to
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# rebuild. A rebuild causes a selection change, so if we don't block signals
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# during a rebuild we'll never stop rebuilding. Block signals during the rebuild
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# and emit signals if anything actually changes afterwards.
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self.blockSignals(True)
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try:
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self._do_rebuild()
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finally:
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self.blockSignals(False)
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new_selection = self.currentData()
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if not initial_build and current_selection != new_selection:
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self.currentIndexChanged.emit(self.currentIndex())
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self.currentTextChanged.emit(self.currentText())
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def replace_pilot(self, index: QModelIndex) -> None:
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if self.itemText(index) == "No aircraft":
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# The roster resize is handled separately, so we have no pilots to remove.
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return
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pilot = self.itemData(index)
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if pilot == self.flight.pilots[self.pilot_index]:
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return
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self.flight.set_pilot(self.pilot_index, pilot)
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self.available_pilots_changed.emit()
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class PilotControls(QHBoxLayout):
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def __init__(self, flight: Flight, idx: int) -> None:
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super().__init__()
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self.flight = flight
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self.pilot_index = idx
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self.selector = PilotSelector(flight, idx)
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self.addWidget(self.selector)
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self.player_checkbox = QCheckBox()
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self.player_checkbox.setToolTip("Checked if this pilot is a player.")
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self.addWidget(self.player_checkbox)
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self.reset()
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self.player_checkbox.toggled.connect(self.toggle_player_state)
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@property
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def pilot(self) -> Optional[Pilot]:
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if self.pilot_index >= self.flight.count:
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return None
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return self.flight.pilots[self.pilot_index]
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def toggle_player_state(self, checked: bool) -> None:
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pilot = self.pilot
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if pilot is None:
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logging.error("Cannot toggle state of a pilot when none is selected")
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return
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pilot.player = checked
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def reset(self, initial: bool = False) -> None:
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if not initial:
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self.selector.rebuild()
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self.blockSignals(True)
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try:
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pilot = self.pilot
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if pilot is None:
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self.player_checkbox.setChecked(False)
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self.player_checkbox.setEnabled(False)
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return
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self.player_checkbox.setEnabled(True)
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self.player_checkbox.setChecked(self.pilot.player)
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finally:
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self.blockSignals(False)
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class QFlightSlotEditor(QGroupBox):
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def __init__(self, package_model: PackageModel, flight: Flight, game: Game):
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super().__init__("Slots")
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self.package_model = package_model
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self.flight = flight
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self.game = game
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self.inventory = self.game.aircraft_inventory.for_control_point(flight.from_cp)
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available = self.inventory.available(self.flight.unit_type)
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max_count = self.flight.count + available
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if max_count > 4:
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max_count = 4
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layout = QGridLayout()
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self.aircraft_count = QLabel("Aircraft count:")
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self.aircraft_count_spinner = QSpinBox()
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self.aircraft_count_spinner.setMinimum(1)
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self.aircraft_count_spinner.setMaximum(max_count)
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self.aircraft_count_spinner.setValue(flight.count)
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self.aircraft_count_spinner.valueChanged.connect(self._changed_aircraft_count)
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layout.addWidget(self.aircraft_count, 0, 0)
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layout.addWidget(self.aircraft_count_spinner, 0, 1)
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layout.addWidget(QLabel("Squadron:"), 1, 0)
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layout.addWidget(QLabel(str(self.flight.squadron)), 1, 1)
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layout.addWidget(QLabel("Assigned pilots:"), 2, 0)
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self.pilot_controls = []
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for pilot_idx, row in enumerate(range(2, 6)):
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controls = PilotControls(self.flight, pilot_idx)
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controls.selector.available_pilots_changed.connect(
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self.reset_pilot_selectors
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)
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self.pilot_controls.append(controls)
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layout.addLayout(controls, row, 1)
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self.setLayout(layout)
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def reset_pilot_selectors(self) -> None:
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for controls in self.pilot_controls:
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controls.reset()
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def _changed_aircraft_count(self):
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self.game.aircraft_inventory.return_from_flight(self.flight)
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new_count = int(self.aircraft_count_spinner.value())
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try:
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self.game.aircraft_inventory.claim_for_flight(self.flight)
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except ValueError:
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# The UI should have prevented this, but if we ran out of aircraft
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# then roll back the inventory change.
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difference = new_count - self.flight.count
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available = self.inventory.available(self.flight.unit_type)
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logging.error(
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f"Could not add {difference} additional aircraft to "
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f"{self.flight} because {self.flight.departure} has only "
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f"{available} {self.flight.unit_type} remaining"
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)
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self.game.aircraft_inventory.claim_for_flight(self.flight)
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return
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self.flight.resize(new_count)
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self.reset_pilot_selectors()
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