def create_flight(self) -> None: error = self.verify_form() if error is not None: QMessageBox.critical(self, "Could not create flight", error, QMessageBox.Ok) return task = self.task_selector.currentData() aircraft = self.aircraft_selector.currentData() origin = self.departure.currentData() arrival = self.arrival.currentData() divert = self.divert.currentData() size = self.flight_size_spinner.value() if arrival is None: arrival = origin flight = Flight(self.package, self.country, aircraft, size, task, self.start_type.currentText(), origin, arrival, divert, custom_name=self.custom_name_text) flight.client_count = self.client_slots_spinner.value() # noinspection PyUnresolvedReferences self.created.emit(flight) self.close()
def create_flight(self) -> None: error = self.verify_form() if error is not None: QMessageBox.critical(self, "Could not create flight", error, QMessageBox.Ok) return task = self.task_selector.currentData() aircraft = self.aircraft_selector.currentData() origin = self.departure.currentData() arrival = self.arrival.currentData() divert = self.divert.currentData() size = self.flight_size_spinner.value() if arrival is None: arrival = origin if isinstance(origin, OffMapSpawn): start_type = "In Flight" elif self.game.settings.perf_ai_parking_start: start_type = "Cold" else: start_type = "Warm" flight = Flight(self.package, aircraft, size, task, start_type, origin, arrival, divert) flight.client_count = self.client_slots_spinner.value() # noinspection PyUnresolvedReferences self.created.emit(flight) self.close()
def generate_planned_flight(self, cp, country, flight: Flight): try: if flight.client_count == 0 and self.game.settings.perf_ai_parking_start: flight.start_type = "Warm" if flight.start_type == "In Flight": group = self._generate_group(name=namegen.next_unit_name( country, cp.id, flight.unit_type), side=country, unit_type=flight.unit_type, count=flight.count, client_count=0, at=cp.position) else: st = StartType.Runway if flight.start_type == "Cold": st = StartType.Cold elif flight.start_type == "Warm": st = StartType.Warm if cp.cptype in [ ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP ]: group_name = cp.get_carrier_group_name() group = self._generate_at_group( name=namegen.next_unit_name(country, cp.id, flight.unit_type), side=country, unit_type=flight.unit_type, count=flight.count, client_count=0, at=self.m.find_group(group_name), start_type=st) else: group = self._generate_at_airport( name=namegen.next_unit_name(country, cp.id, flight.unit_type), side=country, unit_type=flight.unit_type, count=flight.count, client_count=0, airport=cp.airport, start_type=st) except Exception: # Generated when there is no place on Runway or on Parking Slots flight.start_type = "In Flight" group = self._generate_group(name=namegen.next_unit_name( country, cp.id, flight.unit_type), side=country, unit_type=flight.unit_type, count=flight.count, client_count=0, at=cp.position) group.points[0].alt = 1500 flight.group = group return group
def delete_flight(self, flight: Flight) -> None: """Removes the given flight from the package.""" index = self.package.flights.index(flight) self.beginRemoveRows(QModelIndex(), index, index) if flight.cargo is not None: flight.cargo.transport = None self.game_model.game.aircraft_inventory.return_from_flight(flight) flight.clear_roster() self.package.remove_flight(flight) self.endRemoveRows() self.update_tot()
def commision_strike(self): """ Pick some aircraft to assign them to STRIKE tasks """ possible_aircraft = [ k for k, v in self.aircraft_inventory.items() if k in STRIKE_CAPABLE and v >= 2 ] inventory = dict({ k: v for k, v in self.aircraft_inventory.items() if k in possible_aircraft }) if len(self.potential_strike_targets) > 0: offset = random.randint(0, 5) for i in range( int(MISSION_DURATION / self.doctrine["STRIKE_EVERY_X_MINUTES"])): if len(self.potential_strike_targets) <= 0: break try: unit = random.choice( [k for k, v in inventory.items() if v >= 2]) except IndexError: break if unit in DRONES: count = 1 else: count = 2 inventory[unit] = inventory[unit] - count flight = Flight(unit, count, self.from_cp, FlightType.STRIKE) flight.points = [] flight.scheduled_in = offset + i * random.randint( self.doctrine["STRIKE_EVERY_X_MINUTES"] - 5, self.doctrine["STRIKE_EVERY_X_MINUTES"] + 5) location = self.potential_strike_targets[0][0] self.potential_strike_targets.pop(0) self.generate_strike(flight, location) self.strike_flights.append(flight) self.flights.append(flight) # Update inventory for k, v in inventory.items(): self.aircraft_inventory[k] = v
def plan_flight(self, plan: ProposedFlight) -> bool: """Allocates aircraft for the given flight and adds them to the package. If no suitable aircraft are available, False is returned. If the failed flight was critical and the rest of the mission will be scrubbed, the caller should return any previously planned flights to the inventory using release_planned_aircraft. """ assignment = self.allocator.find_aircraft_for_flight(plan) if assignment is None: return False airfield, aircraft = assignment if isinstance(airfield, OffMapSpawn): start_type = "In Flight" else: start_type = self.start_type flight = Flight( self.package, self.package_country, aircraft, plan.num_aircraft, plan.task, start_type, departure=airfield, arrival=airfield, divert=self.find_divert_field(aircraft, airfield), ) self.package.add_flight(flight) return True
def draw_test_flight_plan(self, scene: QGraphicsScene, task: FlightType, point_near_target: Point, player: bool) -> None: for line in self.shortest_path_segments: try: scene.removeItem(line) except RuntimeError: pass self.clear_flight_paths(scene) target = self.game.theater.closest_target(point_near_target) if player: origin = self.game.theater.player_points()[0] else: origin = self.game.theater.enemy_points()[0] package = Package(target) flight = Flight(package, F_16C_50, 2, task, start_type="Warm", departure=origin, arrival=origin, divert=None) package.add_flight(flight) planner = FlightPlanBuilder(self.game, package, is_player=player) try: planner.populate_flight_plan(flight) except InvalidObjectiveLocation: return package.time_over_target = TotEstimator(package).earliest_tot() self.draw_flight_plan(scene, flight, selected=True)
def create_flight(self) -> None: error = self.verify_form() if error is not None: QMessageBox.critical(self, "Could not create flight", error, QMessageBox.Ok) return task = self.task_selector.currentData() squadron = self.squadron_selector.currentData() origin = self.departure.currentData() arrival = self.arrival.currentData() divert = self.divert.currentData() roster = self.roster_editor.roster if arrival is None: arrival = origin flight = Flight( self.package, self.country, squadron, # A bit of a hack to work around the old API. Not actually relevant because # the roster is passed explicitly. Needs a refactor. roster.max_size, task, self.start_type.currentText(), origin, arrival, divert, custom_name=self.custom_name_text, roster=roster, ) # noinspection PyUnresolvedReferences self.created.emit(flight) self.accept()
def commision_cas(self): """ Pick some aircraft to assign them to CAS """ possible_aircraft = [ k for k, v in self.aircraft_inventory.items() if k in CAS_CAPABLE and v >= 2 ] inventory = dict({ k: v for k, v in self.aircraft_inventory.items() if k in possible_aircraft }) cas_location = self._get_cas_locations() if len(cas_location) > 0: offset = random.randint(0, 5) for i in range( int(MISSION_DURATION / self.doctrine["CAS_EVERY_X_MINUTES"])): try: unit = random.choice( [k for k, v in inventory.items() if v >= 2]) except IndexError: break inventory[unit] = inventory[unit] - 2 flight = Flight(unit, 2, self.from_cp, FlightType.CAS) flight.points = [] flight.scheduled_in = offset + i * random.randint( self.doctrine["CAS_EVERY_X_MINUTES"] - 5, self.doctrine["CAS_EVERY_X_MINUTES"] + 5) location = random.choice(cas_location) self.generate_cas(flight, flight.from_cp, location) self.cas_flights.append(flight) self.flights.append(flight) # Update inventory for k, v in inventory.items(): self.aircraft_inventory[k] = v
def commision_cap(self): """ Pick some aircraft to assign them to defensive CAP roles (BARCAP) """ possible_aircraft = [ k for k, v in self.aircraft_inventory.items() if k in CAP_CAPABLE and v >= 2 ] inventory = dict({ k: v for k, v in self.aircraft_inventory.items() if k in possible_aircraft }) offset = random.randint(0, 5) for i in range( int(MISSION_DURATION / self.doctrine["CAP_EVERY_X_MINUTES"])): try: unit = random.choice( [k for k, v in inventory.items() if v >= 2]) except IndexError: break inventory[unit] = inventory[unit] - 2 flight = Flight(unit, 2, self.from_cp, FlightType.CAP) flight.points = [] flight.scheduled_in = offset + i * random.randint( self.doctrine["CAP_EVERY_X_MINUTES"] - 5, self.doctrine["CAP_EVERY_X_MINUTES"] + 5) if len(self._get_cas_locations()) > 0: enemy_cp = random.choice(self._get_cas_locations()) self.generate_frontline_cap(flight, flight.from_cp, enemy_cp) else: self.generate_barcap(flight, flight.from_cp) self.cap_flights.append(flight) self.flights.append(flight) # Update inventory for k, v in inventory.items(): self.aircraft_inventory[k] = v
def commision_interceptors(self): """ Pick some aircraft to assign them to interception roles """ # At least try to generate one interceptor group number_of_interceptor_groups = min( max( sum([v for k, v in self.aircraft_inventory.items()]) / 4, self.doctrine["MAX_NUMBER_OF_INTERCEPTION_GROUP"]), 1) possible_interceptors = [ k for k in self.aircraft_inventory.keys() if k in INTERCEPT_CAPABLE ] if len(possible_interceptors) <= 0: possible_interceptors = [ k for k, v in self.aircraft_inventory.items() if k in CAP_CAPABLE and v >= 2 ] if number_of_interceptor_groups > 0: inventory = dict({ k: v for k, v in self.aircraft_inventory.items() if k in possible_interceptors }) for i in range(number_of_interceptor_groups): try: unit = random.choice( [k for k, v in inventory.items() if v >= 2]) except IndexError: break inventory[unit] = inventory[unit] - 2 flight = Flight(unit, 2, self.from_cp, FlightType.INTERCEPTION) flight.scheduled_in = 1 flight.points = [] self.interceptor_flights.append(flight) self.flights.append(flight) # Update inventory for k, v in inventory.items(): self.aircraft_inventory[k] = v
def create_flight(self) -> None: error = self.verify_form() if error is not None: QMessageBox.critical(self, "Could not create flight", error, QMessageBox.Ok) return task = self.task_selector.currentData() aircraft = self.aircraft_selector.currentData() origin = self.airfield_selector.currentData() size = self.flight_size_spinner.value() if self.game.settings.perf_ai_parking_start: start_type = "Cold" else: start_type = "Warm" flight = Flight(self.package, aircraft, size, origin, task, start_type) flight.client_count = self.client_slots_spinner.value() # noinspection PyUnresolvedReferences self.created.emit(flight) self.close()
def plan_flight(self, plan: ProposedFlight) -> bool: """Allocates aircraft for the given flight and adds them to the package. If no suitable aircraft are available, False is returned. If the failed flight was critical and the rest of the mission will be scrubbed, the caller should return any previously planned flights to the inventory using release_planned_aircraft. """ assignment = self.allocator.find_aircraft_for_flight(plan) if assignment is None: return False airfield, aircraft = assignment flight = Flight(self.package, aircraft, plan.num_aircraft, airfield, plan.task, self.start_type) self.package.add_flight(flight) return True
def create_airlift_flight( self, squadron: Squadron, inventory: ControlPointAircraftInventory ) -> int: available_aircraft = inventory.available(squadron.aircraft) capacity_each = 1 if squadron.aircraft.dcs_unit_type.helicopter else 2 required = math.ceil(self.transfer.size / capacity_each) flight_size = min( required, available_aircraft, squadron.aircraft.dcs_unit_type.group_size_max, ) # TODO: Use number_of_available_pilots directly once feature flag is gone. # The number of currently available pilots is not relevant when pilot limits # are disabled. if not squadron.can_provide_pilots(flight_size): flight_size = squadron.number_of_available_pilots capacity = flight_size * capacity_each if capacity < self.transfer.size: transfer = self.game.transfers.split_transfer(self.transfer, capacity) else: transfer = self.transfer player = inventory.control_point.captured flight = Flight( self.package, self.game.country_for(player), squadron, flight_size, FlightType.TRANSPORT, self.game.settings.default_start_type, departure=inventory.control_point, arrival=inventory.control_point, divert=None, cargo=transfer, ) transport = Airlift(transfer, flight, self.next_stop) transfer.transport = transport self.package.add_flight(flight) planner = FlightPlanBuilder(self.game, self.package, self.for_player) planner.populate_flight_plan(flight) self.game.aircraft_inventory.claim_for_flight(flight) return flight_size
def create_flight(self): aircraft_type = self.select_type_aircraft.currentData() count = self.select_count_of_aircraft.value() if self.available[aircraft_type] < count: msg = QMessageBox() msg.setIcon(QMessageBox.Information) msg.setText("Not enough aircraft of this type are available. Only " + str(self.available[aircraft_type]) + " available.") msg.setWindowTitle("Not enough aircraft") msg.setStandardButtons(QMessageBox.Ok) msg.setWindowFlags(Qt.WindowStaysOnTopHint) msg.exec_() return else: flight = Flight(aircraft_type, count, self.from_cp, self.select_flight_type.currentData()) self.planner.flights.append(flight) self.planner.custom_flights.append(flight) if self.flight_view is not None: self.flight_view.set_flight_planner(self.planner, len(self.planner.flights)-1) self.close()