Support display of dead flights.

This commit is contained in:
Dan Albert
2022-03-07 19:34:51 -08:00
parent 053a1287c9
commit 005090fbcd
9 changed files with 58 additions and 31 deletions

View File

@@ -10,6 +10,7 @@ from dcs.planes import C_101CC, C_101EB, Su_33
from game.savecompat import has_save_compat_for
from .flightroster import FlightRoster
from .flightstate import FlightState, Uninitialized
from .flightstate.killed import Killed
from .loadouts import Loadout
from ..sidc import (
AirEntity,
@@ -117,7 +118,7 @@ class Flight(SidcDescribable):
@property
def sidc_status(self) -> Status:
return Status.PRESENT
return Status.PRESENT if self.alive else Status.PRESENT_DESTROYED
@property
def symbol_set_and_entity(self) -> tuple[SymbolSet, Entity]:
@@ -202,7 +203,11 @@ class Flight(SidcDescribable):
def should_halt_sim(self) -> bool:
return self.state.should_halt_sim()
def kill(self, results: SimulationResults) -> None:
@property
def alive(self) -> bool:
return self.state.alive
def kill(self, results: SimulationResults, events: GameUpdateEvents) -> None:
# This is a bit messy while we're in transition from turn-based to turnless
# because we want the simulation to have minimal impact on the save game while
# turns exist so that loading a game is essentially a way to reset the
@@ -211,17 +216,17 @@ class Flight(SidcDescribable):
# the UI to reflect that aircraft were lost and avoid generating those flights
# when the mission is generated.
#
# For now we do this by removing the flight from the ATO and logging the kill in
# the SimulationResults, which is similar to the Debriefing. If a flight is
# killed and the player saves and reloads, those pilots/aircraft will be
# unusable until the next turn, but otherwise will survive.
#
# This is going to be extremely temporary since the solution for other killable
# game objects (killed SAMs, sinking carriers, bombed out runways) will not be
# so easily worked around.
# For now we do this by logging the kill in the SimulationResults, which is
# similar to the Debriefing. We also set the flight's state to Killed, which
# will prevent it from being spawned in the mission and updates the SIDC.
# This does leave an opportunity for players to cheat since the UI won't stop
# them from cancelling a dead flight, returning the aircraft to the pool. Not a
# big deal for now.
# TODO: Support partial kills.
# TODO: Remove empty packages from the ATO?
self.package.remove_flight(self)
self.set_state(
Killed(self.state.estimate_position(), self, self.squadron.settings)
)
events.update_flight(self)
for pilot in self.roster.pilots:
if pilot is not None:
results.kill_pilot(self, pilot)

View File

@@ -20,6 +20,10 @@ class FlightState(ABC):
self.flight = flight
self.settings = settings
@property
def alive(self) -> bool:
return True
@abstractmethod
def on_game_tick(
self, events: GameUpdateEvents, time: datetime, duration: timedelta

View File

@@ -5,14 +5,26 @@ from typing import TYPE_CHECKING
from dcs import Point
from game.settings import Settings
from .flightstate import FlightState
from ..starttype import StartType
if TYPE_CHECKING:
from .. import Flight
from game.sim.gameupdateevents import GameUpdateEvents
class Completed(FlightState):
class Killed(FlightState):
def __init__(
self, last_position: Point, flight: Flight, settings: Settings
) -> None:
super().__init__(flight, settings)
self.last_position = last_position
@property
def alive(self) -> bool:
return False
def on_game_tick(
self, events: GameUpdateEvents, time: datetime, duration: timedelta
) -> None:
@@ -23,12 +35,11 @@ class Completed(FlightState):
return False
def estimate_position(self) -> Point:
return self.flight.arrival.position
return self.last_position
@property
def spawn_type(self) -> StartType:
# TODO: May want to do something different to make these uncontrolled?
return StartType.COLD
raise RuntimeError("Attempted to spawn a dead flight")
@property
def description(self) -> str: