mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Add (very!) rough simulation of frozen combat.
There are some TODOs here but th behavior is flagged off by default. The biggest TODO here is that the time spent frozen is not simulated, so flights that are engaged by SAMs will unfreeze, move slightly, then re- freeze. https://github.com/dcs-liberation/dcs_liberation/issues/1680
This commit is contained in:
parent
bc41261009
commit
2585dcc130
@ -15,6 +15,7 @@ from .loadouts import Loadout
|
||||
if TYPE_CHECKING:
|
||||
from game.dcs.aircrafttype import AircraftType
|
||||
from game.sim.gameupdateevents import GameUpdateEvents
|
||||
from game.sim.simulationresults import SimulationResults
|
||||
from game.squadrons import Squadron, Pilot
|
||||
from game.theater import ControlPoint, MissionTarget
|
||||
from game.transfers import TransferOrder
|
||||
@ -180,3 +181,27 @@ class Flight:
|
||||
|
||||
def should_halt_sim(self) -> bool:
|
||||
return self.state.should_halt_sim()
|
||||
|
||||
def kill(self, results: SimulationResults) -> 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
|
||||
# simulation to the start of the turn. As such, we don't actually want to mark
|
||||
# pilots killed or reduce squadron aircraft availability, but we do still need
|
||||
# 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.
|
||||
# TODO: Support partial kills.
|
||||
# TODO: Remove empty packages from the ATO?
|
||||
self.package.remove_flight(self)
|
||||
for pilot in self.roster.pilots:
|
||||
if pilot is not None:
|
||||
results.kill_pilot(self, pilot)
|
||||
|
||||
@ -26,6 +26,18 @@ class FlightState(ABC):
|
||||
) -> None:
|
||||
...
|
||||
|
||||
@property
|
||||
def in_flight(self) -> bool:
|
||||
return False
|
||||
|
||||
@property
|
||||
def is_at_ip(self) -> bool:
|
||||
return False
|
||||
|
||||
@property
|
||||
def in_combat(self) -> bool:
|
||||
return False
|
||||
|
||||
@property
|
||||
def vulnerable_to_intercept(self) -> bool:
|
||||
return False
|
||||
|
||||
@ -24,6 +24,14 @@ class InCombat(InFlight):
|
||||
self.previous_state = previous_state
|
||||
self.combat = combat
|
||||
|
||||
def exit_combat(self) -> None:
|
||||
# TODO: Account for time passed while frozen.
|
||||
self.flight.set_state(self.previous_state)
|
||||
|
||||
@property
|
||||
def in_combat(self) -> bool:
|
||||
return True
|
||||
|
||||
def estimate_position(self) -> Point:
|
||||
return self.previous_state.estimate_position()
|
||||
|
||||
@ -36,7 +44,9 @@ class InCombat(InFlight):
|
||||
def on_game_tick(
|
||||
self, events: GameUpdateEvents, time: datetime, duration: timedelta
|
||||
) -> None:
|
||||
raise RuntimeError("Cannot simulate combat")
|
||||
# Combat ticking is handled elsewhere because combat objects may be shared
|
||||
# across multiple flights.
|
||||
pass
|
||||
|
||||
@property
|
||||
def is_at_ip(self) -> bool:
|
||||
@ -46,9 +56,6 @@ class InCombat(InFlight):
|
||||
def is_waiting_for_start(self) -> bool:
|
||||
return False
|
||||
|
||||
def should_halt_sim(self) -> bool:
|
||||
return True
|
||||
|
||||
@property
|
||||
def vulnerable_to_intercept(self) -> bool:
|
||||
# Interception results in the interceptor joining the existing combat rather
|
||||
|
||||
@ -30,6 +30,10 @@ class InFlight(FlightState, ABC):
|
||||
self.total_time_to_next_waypoint = self.travel_time_between_waypoints()
|
||||
self.elapsed_time = timedelta()
|
||||
|
||||
@property
|
||||
def in_flight(self) -> bool:
|
||||
return True
|
||||
|
||||
def has_passed_waypoint(self, waypoint: FlightWaypoint) -> bool:
|
||||
index = self.flight.flight_plan.waypoints.index(waypoint)
|
||||
return index <= self.waypoint_index
|
||||
|
||||
@ -20,6 +20,7 @@ from game.theater import Airfield, ControlPoint
|
||||
if TYPE_CHECKING:
|
||||
from game import Game
|
||||
from game.ato.flight import Flight
|
||||
from game.sim.simulationresults import SimulationResults
|
||||
from game.transfers import CargoShip
|
||||
from game.unitmap import (
|
||||
AirliftUnits,
|
||||
@ -36,8 +37,8 @@ DEBRIEFING_LOG_EXTENSION = "log"
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class AirLosses:
|
||||
player: List[FlyingUnit]
|
||||
enemy: List[FlyingUnit]
|
||||
player: list[FlyingUnit]
|
||||
enemy: list[FlyingUnit]
|
||||
|
||||
@property
|
||||
def losses(self) -> Iterator[FlyingUnit]:
|
||||
@ -137,6 +138,13 @@ class Debriefing:
|
||||
self.ground_losses = self.dead_ground_units()
|
||||
self.base_captures = self.base_capture_events()
|
||||
|
||||
def merge_simulation_results(self, results: SimulationResults) -> None:
|
||||
for air_loss in results.air_losses:
|
||||
if air_loss.flight.squadron.player:
|
||||
self.air_losses.player.append(air_loss)
|
||||
else:
|
||||
self.air_losses.enemy.append(air_loss)
|
||||
|
||||
@property
|
||||
def front_line_losses(self) -> Iterator[FrontLineUnit]:
|
||||
yield from self.ground_losses.player_front_line
|
||||
|
||||
@ -18,6 +18,7 @@ class GameUpdateEventsJs(BaseModel):
|
||||
updated_flight_positions: dict[UUID, LeafletLatLon]
|
||||
new_combats: list[FrozenCombatJs]
|
||||
updated_combats: list[FrozenCombatJs]
|
||||
ended_combats: list[UUID]
|
||||
navmesh_updates: set[bool]
|
||||
unculled_zones_updated: bool
|
||||
threat_zones_updated: bool
|
||||
@ -41,6 +42,7 @@ class GameUpdateEventsJs(BaseModel):
|
||||
FrozenCombatJs.for_combat(c, game.theater)
|
||||
for c in events.updated_combats
|
||||
],
|
||||
ended_combats=[c.id for c in events.ended_combats],
|
||||
navmesh_updates=events.navmesh_updates,
|
||||
unculled_zones_updated=events.unculled_zones_updated,
|
||||
threat_zones_updated=events.threat_zones_updated,
|
||||
|
||||
@ -323,6 +323,18 @@ class Settings:
|
||||
"mission reaches the set state or at first contact, whichever comes first."
|
||||
),
|
||||
)
|
||||
auto_resolve_combat: bool = boolean_option(
|
||||
"Auto-resolve combat during fast-forward (WIP)",
|
||||
page=MISSION_GENERATOR_PAGE,
|
||||
section=GAMEPLAY_SECTION,
|
||||
default=False,
|
||||
detail=(
|
||||
"If enabled, aircraft entering combat during fast forward will have their "
|
||||
"combat auto-resolved after a period of time. This allows the simulation "
|
||||
"to advance further into the mission before requiring mission generation, "
|
||||
"but simulation is currently very rudimentary so may result in huge losses."
|
||||
),
|
||||
)
|
||||
supercarrier: bool = boolean_option(
|
||||
"Use supercarrier module",
|
||||
MISSION_GENERATOR_PAGE,
|
||||
|
||||
@ -1,12 +1,12 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import itertools
|
||||
import logging
|
||||
from collections.abc import Iterator
|
||||
from datetime import datetime, timedelta
|
||||
|
||||
from typing_extensions import TYPE_CHECKING
|
||||
|
||||
from game.ato import Flight
|
||||
from game.ato.flightstate import (
|
||||
Navigating,
|
||||
StartUp,
|
||||
@ -18,9 +18,11 @@ from game.ato.flightstate import (
|
||||
from game.ato.starttype import StartType
|
||||
from game.ato.traveltime import TotEstimator
|
||||
from .combat import CombatInitiator, FrozenCombat
|
||||
from .simulationresults import SimulationResults
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game import Game
|
||||
from game.ato import Flight
|
||||
from .gameupdateevents import GameUpdateEvents
|
||||
|
||||
|
||||
@ -28,6 +30,7 @@ class AircraftSimulation:
|
||||
def __init__(self, game: Game) -> None:
|
||||
self.game = game
|
||||
self.combats: list[FrozenCombat] = []
|
||||
self.results = SimulationResults()
|
||||
|
||||
def begin_simulation(self) -> None:
|
||||
self.reset()
|
||||
@ -36,6 +39,22 @@ class AircraftSimulation:
|
||||
def on_game_tick(
|
||||
self, events: GameUpdateEvents, time: datetime, duration: timedelta
|
||||
) -> None:
|
||||
if not self.game.settings.auto_resolve_combat and self.combats:
|
||||
logging.error(
|
||||
"Cannot resume simulation because aircraft are in combat and "
|
||||
"auto-resolve is disabled"
|
||||
)
|
||||
events.complete_simulation()
|
||||
return
|
||||
|
||||
still_active = []
|
||||
for combat in self.combats:
|
||||
if combat.on_game_tick(duration, self.results):
|
||||
events.end_combat(combat)
|
||||
else:
|
||||
still_active.append(combat)
|
||||
self.combats = still_active
|
||||
|
||||
for flight in self.iter_flights():
|
||||
flight.on_game_tick(events, time, duration)
|
||||
|
||||
@ -49,6 +68,9 @@ class AircraftSimulation:
|
||||
events.complete_simulation()
|
||||
return
|
||||
|
||||
if not self.game.settings.auto_resolve_combat and self.combats:
|
||||
events.complete_simulation()
|
||||
|
||||
def set_initial_flight_states(self) -> None:
|
||||
now = self.game.conditions.start_time
|
||||
for flight in self.iter_flights():
|
||||
|
||||
@ -1,20 +1,24 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import logging
|
||||
import random
|
||||
from datetime import timedelta
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
from shapely.ops import unary_union
|
||||
|
||||
from game.ato.flightstate import InFlight
|
||||
from game.ato.flightstate import InCombat, InFlight
|
||||
from game.utils import dcs_to_shapely_point
|
||||
from .joinablecombat import JoinableCombat
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game.ato import Flight
|
||||
from ..simulationresults import SimulationResults
|
||||
|
||||
|
||||
class AirCombat(JoinableCombat):
|
||||
def __init__(self, flights: list[Flight]) -> None:
|
||||
super().__init__(flights)
|
||||
def __init__(self, freeze_duration: timedelta, flights: list[Flight]) -> None:
|
||||
super().__init__(freeze_duration, flights)
|
||||
footprints = []
|
||||
for flight in self.flights:
|
||||
if (region := flight.state.a2a_commit_region()) is not None:
|
||||
@ -37,7 +41,7 @@ class AirCombat(JoinableCombat):
|
||||
return True
|
||||
return False
|
||||
|
||||
def because(self) -> str:
|
||||
def __str__(self) -> str:
|
||||
blue_flights = []
|
||||
red_flights = []
|
||||
for flight in self.flights:
|
||||
@ -48,7 +52,46 @@ class AirCombat(JoinableCombat):
|
||||
|
||||
blue = ", ".join(blue_flights)
|
||||
red = ", ".join(red_flights)
|
||||
return f"of air combat {blue} vs {red}"
|
||||
return f"air combat {blue} vs {red}"
|
||||
|
||||
def because(self) -> str:
|
||||
return f"of {self}"
|
||||
|
||||
def describe(self) -> str:
|
||||
return f"in air-to-air combat"
|
||||
|
||||
def resolve(self, results: SimulationResults) -> None:
|
||||
blue = []
|
||||
red = []
|
||||
for flight in self.flights:
|
||||
if flight.squadron.player:
|
||||
blue.append(flight)
|
||||
else:
|
||||
red.append(flight)
|
||||
if len(blue) > len(red):
|
||||
winner = blue
|
||||
loser = red
|
||||
elif len(blue) < len(red):
|
||||
winner = red
|
||||
loser = blue
|
||||
elif random.random() >= 0.5:
|
||||
winner = blue
|
||||
loser = red
|
||||
else:
|
||||
winner = red
|
||||
loser = blue
|
||||
|
||||
if winner == blue:
|
||||
logging.debug(f"{self} auto-resolved as blue victory")
|
||||
else:
|
||||
logging.debug(f"{self} auto-resolved as red victory")
|
||||
|
||||
for flight in loser:
|
||||
flight.kill(results)
|
||||
|
||||
for flight in winner:
|
||||
assert isinstance(flight.state, InCombat)
|
||||
if random.random() / flight.count >= 0.5:
|
||||
flight.kill(results)
|
||||
else:
|
||||
flight.state.exit_combat()
|
||||
|
||||
@ -1,17 +1,20 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import logging
|
||||
from collections.abc import Iterator
|
||||
from datetime import timedelta
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
from .frozencombat import FrozenCombat
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game.ato import Flight
|
||||
from ..simulationresults import SimulationResults
|
||||
|
||||
|
||||
class AtIp(FrozenCombat):
|
||||
def __init__(self, flight: Flight) -> None:
|
||||
super().__init__()
|
||||
def __init__(self, freeze_duration: timedelta, flight: Flight) -> None:
|
||||
super().__init__(freeze_duration)
|
||||
self.flight = flight
|
||||
|
||||
def because(self) -> str:
|
||||
@ -22,3 +25,9 @@ class AtIp(FrozenCombat):
|
||||
|
||||
def iter_flights(self) -> Iterator[Flight]:
|
||||
yield self.flight
|
||||
|
||||
def resolve(self, results: SimulationResults) -> None:
|
||||
logging.debug(
|
||||
f"{self.flight} attack on {self.flight.package.target} auto-resolved with "
|
||||
"mission failure but no losses"
|
||||
)
|
||||
|
||||
@ -3,9 +3,9 @@ from __future__ import annotations
|
||||
import itertools
|
||||
import logging
|
||||
from collections.abc import Iterator
|
||||
from datetime import timedelta
|
||||
from typing import Optional, TYPE_CHECKING
|
||||
|
||||
from game.ato.flightstate import InFlight
|
||||
from .aircombat import AirCombat
|
||||
from .aircraftengagementzones import AircraftEngagementZones
|
||||
from .atip import AtIp
|
||||
@ -43,6 +43,9 @@ class CombatInitiator:
|
||||
# aircraft has entered combat it will not be rechecked later in the loop or on
|
||||
# another tick.
|
||||
for flight in self.iter_flights():
|
||||
if flight.state.in_combat:
|
||||
return
|
||||
|
||||
if flight.squadron.player:
|
||||
a2a = red_a2a
|
||||
own_a2a = blue_a2a
|
||||
@ -66,7 +69,7 @@ class CombatInitiator:
|
||||
own_a2a.remove_flight(flight)
|
||||
self.events.update_combat(joined)
|
||||
elif (combat := self.check_flight_for_new_combat(flight, a2a, sam)) is not None:
|
||||
logging.info(f"Interrupting simulation because {combat.because()}")
|
||||
logging.info(f"Creating new combat because {combat.because()}")
|
||||
combat.update_flight_states()
|
||||
# Remove any preoccupied flights from the list of potential air-to-air
|
||||
# threats. This prevents BARCAPs (and other air-to-air types) from getting
|
||||
@ -89,21 +92,23 @@ class CombatInitiator:
|
||||
def check_flight_for_new_combat(
|
||||
flight: Flight, a2a: AircraftEngagementZones, sam: SamEngagementZones
|
||||
) -> Optional[FrozenCombat]:
|
||||
if not isinstance(flight.state, InFlight):
|
||||
if not flight.state.in_flight:
|
||||
return None
|
||||
|
||||
if flight.state.is_at_ip:
|
||||
return AtIp(flight)
|
||||
return AtIp(timedelta(minutes=1), flight)
|
||||
|
||||
position = flight.state.estimate_position()
|
||||
|
||||
if flight.state.vulnerable_to_intercept and a2a.covers(position):
|
||||
flights = [flight]
|
||||
flights.extend(a2a.iter_intercepting_flights(position))
|
||||
return AirCombat(flights)
|
||||
return AirCombat(timedelta(minutes=1), flights)
|
||||
|
||||
if flight.state.vulnerable_to_sam and sam.covers(position):
|
||||
return DefendingSam(flight, list(sam.iter_threatening_sams(position)))
|
||||
return DefendingSam(
|
||||
timedelta(minutes=1), flight, list(sam.iter_threatening_sams(position))
|
||||
)
|
||||
|
||||
return None
|
||||
|
||||
|
||||
@ -1,18 +1,28 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import logging
|
||||
import random
|
||||
from collections.abc import Iterator
|
||||
from typing import Any, TYPE_CHECKING
|
||||
from datetime import timedelta
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
from game.ato.flightstate import InCombat
|
||||
from .frozencombat import FrozenCombat
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game.ato import Flight
|
||||
from game.theater import TheaterGroundObject
|
||||
from ..simulationresults import SimulationResults
|
||||
|
||||
|
||||
class DefendingSam(FrozenCombat):
|
||||
def __init__(self, flight: Flight, air_defenses: list[TheaterGroundObject]) -> None:
|
||||
super().__init__()
|
||||
def __init__(
|
||||
self,
|
||||
freeze_duration: timedelta,
|
||||
flight: Flight,
|
||||
air_defenses: list[TheaterGroundObject],
|
||||
) -> None:
|
||||
super().__init__(freeze_duration)
|
||||
self.flight = flight
|
||||
self.air_defenses = air_defenses
|
||||
|
||||
@ -25,3 +35,14 @@ class DefendingSam(FrozenCombat):
|
||||
|
||||
def iter_flights(self) -> Iterator[Flight]:
|
||||
yield self.flight
|
||||
|
||||
def resolve(self, results: SimulationResults) -> None:
|
||||
assert isinstance(self.flight.state, InCombat)
|
||||
if random.random() / self.flight.count >= 0.5:
|
||||
logging.debug(f"Air defense combat auto-resolved with {self.flight} lost")
|
||||
self.flight.kill(results)
|
||||
else:
|
||||
logging.debug(
|
||||
f"Air defense combat auto-resolved with {self.flight} surviving"
|
||||
)
|
||||
self.flight.state.exit_combat()
|
||||
|
||||
@ -3,17 +3,32 @@ from __future__ import annotations
|
||||
import uuid
|
||||
from abc import ABC, abstractmethod
|
||||
from collections.abc import Iterator
|
||||
from datetime import timedelta
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
from game.ato.flightstate import InCombat, InFlight
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game.ato import Flight
|
||||
from ..simulationresults import SimulationResults
|
||||
|
||||
|
||||
class FrozenCombat(ABC):
|
||||
def __init__(self) -> None:
|
||||
def __init__(self, freeze_duration: timedelta) -> None:
|
||||
self.id = uuid.uuid4()
|
||||
self.freeze_duration = freeze_duration
|
||||
self.elapsed_time = timedelta()
|
||||
|
||||
def on_game_tick(self, duration: timedelta, results: SimulationResults) -> bool:
|
||||
self.elapsed_time += duration
|
||||
if self.elapsed_time >= self.freeze_duration:
|
||||
self.resolve(results)
|
||||
return True
|
||||
return False
|
||||
|
||||
@abstractmethod
|
||||
def resolve(self, results: SimulationResults) -> None:
|
||||
...
|
||||
|
||||
@abstractmethod
|
||||
def because(self) -> str:
|
||||
|
||||
@ -2,8 +2,10 @@ from __future__ import annotations
|
||||
|
||||
from abc import ABC, abstractmethod
|
||||
from collections.abc import Iterator
|
||||
from datetime import timedelta
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
from game.ato.flightstate import InCombat, InFlight
|
||||
from .frozencombat import FrozenCombat
|
||||
|
||||
if TYPE_CHECKING:
|
||||
@ -11,8 +13,8 @@ if TYPE_CHECKING:
|
||||
|
||||
|
||||
class JoinableCombat(FrozenCombat, ABC):
|
||||
def __init__(self, flights: list[Flight]) -> None:
|
||||
super().__init__()
|
||||
def __init__(self, freeze_duration: timedelta, flights: list[Flight]) -> None:
|
||||
super().__init__(freeze_duration)
|
||||
self.flights = flights
|
||||
|
||||
@abstractmethod
|
||||
@ -20,7 +22,10 @@ class JoinableCombat(FrozenCombat, ABC):
|
||||
...
|
||||
|
||||
def join(self, flight: Flight) -> None:
|
||||
assert isinstance(flight.state, InFlight)
|
||||
assert not isinstance(flight.state, InCombat)
|
||||
self.flights.append(flight)
|
||||
flight.set_state(InCombat(flight.state, self))
|
||||
|
||||
def iter_flights(self) -> Iterator[Flight]:
|
||||
yield from self.flights
|
||||
|
||||
@ -16,6 +16,7 @@ class GameUpdateEvents:
|
||||
simulation_complete = False
|
||||
new_combats: list[FrozenCombat] = field(default_factory=list)
|
||||
updated_combats: list[FrozenCombat] = field(default_factory=list)
|
||||
ended_combats: list[FrozenCombat] = field(default_factory=list)
|
||||
updated_flight_positions: list[tuple[Flight, Point]] = field(default_factory=list)
|
||||
navmesh_updates: set[bool] = field(default_factory=set)
|
||||
unculled_zones_updated: bool = False
|
||||
@ -43,6 +44,9 @@ class GameUpdateEvents:
|
||||
self.updated_combats.append(combat)
|
||||
return self
|
||||
|
||||
def end_combat(self, combat: FrozenCombat) -> None:
|
||||
self.ended_combats.append(combat)
|
||||
|
||||
def update_flight_position(
|
||||
self, flight: Flight, new_position: Point
|
||||
) -> GameUpdateEvents:
|
||||
|
||||
@ -62,7 +62,9 @@ class MissionSimulation:
|
||||
data = json.load(state_file)
|
||||
if force_end:
|
||||
data["mission_ended"] = True
|
||||
return Debriefing(data, self.game, self.unit_map)
|
||||
debriefing = Debriefing(data, self.game, self.unit_map)
|
||||
debriefing.merge_simulation_results(self.aircraft_simulation.results)
|
||||
return debriefing
|
||||
|
||||
def process_results(self, debriefing: Debriefing) -> None:
|
||||
if self.unit_map is None:
|
||||
|
||||
23
game/sim/simulationresults.py
Normal file
23
game/sim/simulationresults.py
Normal file
@ -0,0 +1,23 @@
|
||||
from __future__ import annotations
|
||||
|
||||
from dataclasses import dataclass, field
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
from game.unitmap import FlyingUnit
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game.ato import Flight
|
||||
from game.squadrons import Pilot
|
||||
|
||||
|
||||
# TODO: Serialize for bug reproducibility.
|
||||
# Any bugs filed that can only be reproduced with auto-resolved combat results will not
|
||||
# be reproducible since we cannot replay the auto-resolution that the player saw. We
|
||||
# need to be able to serialize this data so bug repro can include the auto-resolved
|
||||
# results.
|
||||
@dataclass
|
||||
class SimulationResults:
|
||||
air_losses: list[FlyingUnit] = field(default_factory=list)
|
||||
|
||||
def kill_pilot(self, flight: Flight, pilot: Pilot) -> None:
|
||||
self.air_losses.append(FlyingUnit(flight, pilot))
|
||||
@ -56,10 +56,7 @@ class SimController(QObject):
|
||||
if game is not None:
|
||||
self.game_loop = GameLoop(
|
||||
game,
|
||||
GameUpdateCallbacks(
|
||||
self.on_simulation_complete,
|
||||
self.sim_update.emit,
|
||||
),
|
||||
GameUpdateCallbacks(self.on_simulation_complete, self.sim_update.emit),
|
||||
)
|
||||
self.started = False
|
||||
|
||||
|
||||
@ -400,6 +400,10 @@ function handleStreamedEvents(events) {
|
||||
redrawCombat(combat);
|
||||
}
|
||||
|
||||
for (const combatId of events.ended_combats) {
|
||||
clearCombat(combatId);
|
||||
}
|
||||
|
||||
for (const player of events.navmesh_updates) {
|
||||
drawNavmesh(player);
|
||||
}
|
||||
@ -1355,18 +1359,23 @@ function drawHoldZones(id) {
|
||||
|
||||
var COMBATS = {};
|
||||
|
||||
function redrawCombat(combat) {
|
||||
if (combat.id in COMBATS) {
|
||||
for (layer in COMBATS[combat.id]) {
|
||||
function clearCombat(id) {
|
||||
if (id in COMBATS) {
|
||||
for (const layer of COMBATS[id]) {
|
||||
layer.removeFrom(combatLayer);
|
||||
}
|
||||
delete COMBATS[id];
|
||||
}
|
||||
}
|
||||
|
||||
function redrawCombat(combat) {
|
||||
clearCombat(combat.id);
|
||||
|
||||
const layers = [];
|
||||
|
||||
if (combat.footprint) {
|
||||
layers.push(
|
||||
L.polygon(airCombat.footprint, {
|
||||
L.polygon(combat.footprint, {
|
||||
color: Colors.Red,
|
||||
interactive: false,
|
||||
fillOpacity: 0.2,
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user