mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Halt sim on A2A contact.
https://github.com/dcs-liberation/dcs_liberation/issues/1681
This commit is contained in:
parent
9839787b6d
commit
b2cbf4b6f4
@ -10,6 +10,7 @@ from .flightstate import Uninitialized, FlightState
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if TYPE_CHECKING:
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from game.dcs.aircrafttype import AircraftType
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from game.sim.aircraftengagementzones import AircraftEngagementZones
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from game.squadrons import Squadron, Pilot
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from game.theater import ControlPoint, MissionTarget
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from game.transfers import TransferOrder
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@ -137,5 +138,5 @@ class Flight:
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def on_game_tick(self, time: datetime, duration: timedelta) -> None:
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self.state.on_game_tick(time, duration)
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def should_halt_sim(self) -> bool:
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return self.state.should_halt_sim()
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def should_halt_sim(self, enemy_aircraft_coverage: AircraftEngagementZones) -> bool:
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return self.state.should_halt_sim(enemy_aircraft_coverage)
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@ -2,13 +2,15 @@ from __future__ import annotations
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from abc import ABC, abstractmethod
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from datetime import datetime, timedelta
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from typing import TYPE_CHECKING
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from typing import Optional, TYPE_CHECKING
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from game.ato.starttype import StartType
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if TYPE_CHECKING:
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from game.ato.flight import Flight
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from game.settings import Settings
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from game.sim.aircraftengagementzones import AircraftEngagementZones
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from game.threatzones import ThreatPoly
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class FlightState(ABC):
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@ -20,7 +22,7 @@ class FlightState(ABC):
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def on_game_tick(self, time: datetime, duration: timedelta) -> None:
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...
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def should_halt_sim(self) -> bool:
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def should_halt_sim(self, enemy_aircraft_coverage: AircraftEngagementZones) -> bool:
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return False
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@property
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@ -32,3 +34,6 @@ class FlightState(ABC):
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@abstractmethod
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def spawn_type(self) -> StartType:
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...
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def a2a_commit_region(self) -> Optional[ThreatPoly]:
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return None
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@ -8,14 +8,16 @@ from dcs import Point
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from game.ato.flightstate import Completed
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from game.ato.flightstate.flightstate import FlightState
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from game.ato.flightwaypoint import FlightWaypoint
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from game.ato.flightwaypointtype import FlightWaypointType
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from game.ato.starttype import StartType
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from game.utils import Distance, Speed, meters
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from gen.flights.flightplan import LoiterFlightPlan, PatrollingFlightPlan
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from gen.flights.flightplan import LoiterFlightPlan
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if TYPE_CHECKING:
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from game.ato.flight import Flight
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from game.settings import Settings
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from game.sim.aircraftengagementzones import AircraftEngagementZones
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def lerp(v0: float, v1: float, t: float) -> float:
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@ -23,27 +25,32 @@ def lerp(v0: float, v1: float, t: float) -> float:
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class InFlight(FlightState):
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def __init__(self, flight: Flight, settings: Settings) -> None:
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def __init__(self, flight: Flight, settings: Settings, waypoint_index: int) -> None:
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super().__init__(flight, settings)
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self.waypoints = flight.flight_plan.iter_waypoints()
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# TODO: Error checking for stupid flight plans with fewer than two waypoints.
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self.current_waypoint = next(self.waypoints)
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self.next_waypoint = next(self.waypoints)
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self.passed_waypoints = {self.current_waypoint}
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self.total_time_to_next_waypoint = self._total_time()
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waypoints = self.flight.flight_plan.waypoints
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self.waypoint_index = waypoint_index
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self.current_waypoint = waypoints[self.waypoint_index]
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# TODO: Error checking for flight plans without landing waypoints.
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self.next_waypoint = waypoints[self.waypoint_index + 1]
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self.total_time_to_next_waypoint = self.travel_time_between_waypoints()
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self.elapsed_time = timedelta()
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def _total_time(self) -> timedelta:
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if isinstance(self.flight.flight_plan, PatrollingFlightPlan):
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# Racetracks should remain at the first waypoint until the patrol ends so
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# that the waypoint generation doesn't need to reverse the orbit direction.
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if self.current_waypoint == self.flight.flight_plan.patrol_start:
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return self.flight.flight_plan.patrol_duration
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def has_passed_waypoint(self, waypoint: FlightWaypoint) -> bool:
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index = self.flight.flight_plan.waypoints.index(waypoint)
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return index <= self.waypoint_index
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# Loiter time is already built into travel_time_between_waypoints.
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return self.flight.flight_plan.travel_time_between_waypoints(
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def travel_time_between_waypoints(self) -> timedelta:
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travel_time = self.flight.flight_plan.travel_time_between_waypoints(
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self.current_waypoint, self.next_waypoint
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)
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if self.current_waypoint.waypoint_type is FlightWaypointType.LOITER:
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# Loiter time is already built into travel_time_between_waypoints. If we're
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# at a loiter point but still a regular InFlight (Loiter overrides this
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# method) that means we're traveling from the loiter point but no longer
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# loitering.
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assert isinstance(self.flight.flight_plan, LoiterFlightPlan)
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travel_time -= self.flight.flight_plan.hold_duration
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return travel_time
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def progress(self) -> float:
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return (
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@ -52,19 +59,6 @@ class InFlight(FlightState):
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)
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def estimate_position(self) -> Point:
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# TODO: Make Loiter and RaceTrack distinct FlightStates.
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if isinstance(self.flight.flight_plan, PatrollingFlightPlan):
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# Prevent spawning racetracks in the middle of a leg. For simplicity we
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# always start the aircraft at the beginning of the racetrack.
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if self.current_waypoint == self.flight.flight_plan.patrol_start:
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return self.current_waypoint.position
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elif isinstance(self.flight.flight_plan, LoiterFlightPlan):
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if (
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self.current_waypoint == self.flight.flight_plan.hold
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and self.elapsed_time < self.flight.flight_plan.hold_duration
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):
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return self.current_waypoint.position
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x0 = self.current_waypoint.position.x
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y0 = self.current_waypoint.position.y
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x1 = self.next_waypoint.position.x
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@ -73,7 +67,6 @@ class InFlight(FlightState):
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return Point(lerp(x0, x1, progress), lerp(y0, y1, progress))
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def estimate_altitude(self) -> tuple[Distance, str]:
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# TODO: Should count progress as 0 until departing a hold.
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return (
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meters(
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lerp(
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@ -86,27 +79,32 @@ class InFlight(FlightState):
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)
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def estimate_speed(self) -> Speed:
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# TODO: Patrol/loiter speeds may be different.
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return self.flight.flight_plan.speed_between_waypoints(
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self.current_waypoint, self.next_waypoint
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)
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def update_waypoints(self) -> None:
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self.current_waypoint = self.next_waypoint
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self.passed_waypoints.add(self.current_waypoint)
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try:
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self.next_waypoint = next(self.waypoints)
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except StopIteration:
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self.flight.set_state(Completed(self.flight, self.settings))
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self.total_time_to_next_waypoint = self._total_time()
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self.elapsed_time = timedelta()
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def next_waypoint_state(self) -> FlightState:
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from game.ato.flightstate.loiter import Loiter
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from game.ato.flightstate.racetrack import RaceTrack
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new_index = self.waypoint_index + 1
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if self.next_waypoint.waypoint_type is FlightWaypointType.LANDING_POINT:
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return Completed(self.flight, self.settings)
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if self.next_waypoint.waypoint_type is FlightWaypointType.PATROL_TRACK:
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return RaceTrack(self.flight, self.settings, new_index)
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if self.next_waypoint.waypoint_type is FlightWaypointType.LOITER:
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return Loiter(self.flight, self.settings, new_index)
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return InFlight(self.flight, self.settings, new_index)
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def advance_to_next_waypoint(self) -> None:
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self.flight.set_state(self.next_waypoint_state())
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def on_game_tick(self, time: datetime, duration: timedelta) -> None:
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self.elapsed_time += duration
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if self.elapsed_time > self.total_time_to_next_waypoint:
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self.update_waypoints()
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self.advance_to_next_waypoint()
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def should_halt_sim(self) -> bool:
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def should_halt_sim(self, enemy_aircraft_coverage: AircraftEngagementZones) -> bool:
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contact_types = {
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FlightWaypointType.INGRESS_BAI,
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FlightWaypointType.INGRESS_CAS,
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@ -116,7 +114,7 @@ class InFlight(FlightState):
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FlightWaypointType.INGRESS_SEAD,
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FlightWaypointType.INGRESS_STRIKE,
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}
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# TODO: Check against enemy threats.
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if self.current_waypoint.waypoint_type in contact_types:
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logging.info(
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f"Interrupting simulation because {self.flight} has reached its "
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@ -132,6 +130,13 @@ class InFlight(FlightState):
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)
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return True
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if enemy_aircraft_coverage.covers(self.estimate_position()):
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logging.info(
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f"Interrupting simulation because {self.flight} has encountered enemy "
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"air-to-air patrol"
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)
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return True
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return False
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@property
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38
game/ato/flightstate/loiter.py
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38
game/ato/flightstate/loiter.py
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@ -0,0 +1,38 @@
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from __future__ import annotations
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from datetime import timedelta
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from typing import TYPE_CHECKING
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from dcs import Point
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from game.ato.flightstate import FlightState, InFlight
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from game.utils import Distance, Speed
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from gen.flights.flightplan import LoiterFlightPlan
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if TYPE_CHECKING:
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from game.ato.flight import Flight
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from game.settings import Settings
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class Loiter(InFlight):
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def __init__(self, flight: Flight, settings: Settings, waypoint_index: int) -> None:
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assert isinstance(flight.flight_plan, LoiterFlightPlan)
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self.hold_duration = flight.flight_plan.hold_duration
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super().__init__(flight, settings, waypoint_index)
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def estimate_position(self) -> Point:
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return self.current_waypoint.position
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def estimate_altitude(self) -> tuple[Distance, str]:
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return self.current_waypoint.alt, self.current_waypoint.alt_type
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def estimate_speed(self) -> Speed:
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return self.flight.unit_type.preferred_patrol_speed(self.estimate_altitude()[0])
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def next_waypoint_state(self) -> FlightState:
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# Do not automatically advance to the next waypoint. Just proceed from the
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# current one with the normal flying state.
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return InFlight(self.flight, self.settings, self.waypoint_index)
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def travel_time_between_waypoints(self) -> timedelta:
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return self.hold_duration
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49
game/ato/flightstate/racetrack.py
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49
game/ato/flightstate/racetrack.py
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@ -0,0 +1,49 @@
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from __future__ import annotations
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from datetime import timedelta
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from typing import Optional, TYPE_CHECKING
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from dcs import Point
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from shapely.geometry import LineString, Point as ShapelyPoint
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from game.ato import FlightType
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from game.ato.flightstate import InFlight
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from game.threatzones import ThreatPoly
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from game.utils import Distance, Speed
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from gen.flights.flightplan import PatrollingFlightPlan
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if TYPE_CHECKING:
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from game.ato.flight import Flight
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from game.settings import Settings
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class RaceTrack(InFlight):
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def __init__(self, flight: Flight, settings: Settings, waypoint_index: int) -> None:
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assert isinstance(flight.flight_plan, PatrollingFlightPlan)
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self.patrol_duration = flight.flight_plan.patrol_duration
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super().__init__(flight, settings, waypoint_index)
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self.commit_region = LineString(
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[
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ShapelyPoint(self.current_waypoint.x, self.current_waypoint.y),
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ShapelyPoint(self.next_waypoint.x, self.next_waypoint.y),
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]
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).buffer(flight.flight_plan.engagement_distance.meters)
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def estimate_position(self) -> Point:
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# Prevent spawning racetracks in the middle of a leg. For simplicity we
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# always start the aircraft at the beginning of the racetrack.
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return self.current_waypoint.position
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def estimate_altitude(self) -> tuple[Distance, str]:
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return self.current_waypoint.alt, self.current_waypoint.alt_type
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def estimate_speed(self) -> Speed:
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return self.flight.unit_type.preferred_patrol_speed(self.estimate_altitude()[0])
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def travel_time_between_waypoints(self) -> timedelta:
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return self.patrol_duration
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def a2a_commit_region(self) -> Optional[ThreatPoly]:
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if self.flight.flight_type in {FlightType.BARCAP, FlightType.TARCAP}:
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return self.commit_region
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return None
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@ -11,6 +11,7 @@ from ..starttype import StartType
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if TYPE_CHECKING:
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from game.ato.flight import Flight
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from game.settings import Settings
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from game.sim.aircraftengagementzones import AircraftEngagementZones
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class StartUp(FlightState):
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@ -31,7 +32,7 @@ class StartUp(FlightState):
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def spawn_type(self) -> StartType:
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return StartType.COLD
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def should_halt_sim(self) -> bool:
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def should_halt_sim(self, enemy_aircraft_coverage: AircraftEngagementZones) -> bool:
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if (
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self.flight.client_count > 0
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and self.settings.player_mission_interrupts_sim_at is StartType.COLD
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@ -11,6 +11,7 @@ from ..starttype import StartType
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if TYPE_CHECKING:
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from game.ato.flight import Flight
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from game.settings import Settings
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from game.sim.aircraftengagementzones import AircraftEngagementZones
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class Takeoff(FlightState):
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@ -22,7 +23,7 @@ class Takeoff(FlightState):
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def on_game_tick(self, time: datetime, duration: timedelta) -> None:
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if time < self.completion_time:
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return
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self.flight.set_state(InFlight(self.flight, self.settings))
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self.flight.set_state(InFlight(self.flight, self.settings, waypoint_index=0))
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@property
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def is_waiting_for_start(self) -> bool:
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@ -32,7 +33,7 @@ class Takeoff(FlightState):
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def spawn_type(self) -> StartType:
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return StartType.RUNWAY
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def should_halt_sim(self) -> bool:
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def should_halt_sim(self, enemy_aircraft_coverage: AircraftEngagementZones) -> bool:
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if (
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self.flight.client_count > 0
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and self.settings.player_mission_interrupts_sim_at is StartType.RUNWAY
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@ -11,6 +11,7 @@ from ..starttype import StartType
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if TYPE_CHECKING:
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from game.ato.flight import Flight
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from game.settings import Settings
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from game.sim.aircraftengagementzones import AircraftEngagementZones
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class Taxi(FlightState):
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@ -31,7 +32,7 @@ class Taxi(FlightState):
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def spawn_type(self) -> StartType:
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return StartType.WARM
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def should_halt_sim(self) -> bool:
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def should_halt_sim(self, enemy_aircraft_coverage: AircraftEngagementZones) -> bool:
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if (
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self.flight.client_count > 0
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and self.settings.player_mission_interrupts_sim_at is StartType.WARM
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@ -41,7 +41,7 @@ class WaitingForStart(FlightState):
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elif self.start_type is StartType.RUNWAY:
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new_state = Takeoff(self.flight, self.settings, time)
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else:
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new_state = InFlight(self.flight, self.settings)
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new_state = InFlight(self.flight, self.settings, waypoint_index=0)
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self.flight.set_state(new_state)
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@property
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@ -74,7 +74,7 @@ class WaypointGenerator:
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# mission aircraft starting at a waypoint with tasks behave
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# correctly.
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self.builder_for_waypoint(point).add_tasks(self.group.points[0])
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if point not in self.flight.state.passed_waypoints:
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if not self.flight.state.has_passed_waypoint(point):
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filtered_points.append(point)
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else:
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filtered_points.append(point)
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@ -290,7 +290,7 @@ class Settings:
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"Fast forward mission to first contact (WIP)",
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page=MISSION_GENERATOR_PAGE,
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section=GAMEPLAY_SECTION,
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default=False,
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default=True,
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detail=(
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"If enabled, the mission will be generated at the point of first contact."
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),
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37
game/sim/aircraftengagementzones.py
Normal file
37
game/sim/aircraftengagementzones.py
Normal file
@ -0,0 +1,37 @@
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from __future__ import annotations
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from typing import Optional, TYPE_CHECKING
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from dcs import Point
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from shapely.geometry import Point as ShapelyPoint
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from shapely.ops import unary_union
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from game.ato.flightstate import InFlight
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if TYPE_CHECKING:
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from game.ato import Flight
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from game.ato.airtaaskingorder import AirTaskingOrder
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from game.threatzones import ThreatPoly
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class AircraftEngagementZones:
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def __init__(self, threat_zones: ThreatPoly) -> None:
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self.threat_zones = threat_zones
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def covers(self, position: Point) -> bool:
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return self.threat_zones.intersects(ShapelyPoint(position.x, position.y))
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@classmethod
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def from_ato(cls, ato: AirTaskingOrder) -> AircraftEngagementZones:
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commit_regions = []
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for package in ato.packages:
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for flight in package.flights:
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if (region := cls.commit_region(flight)) is not None:
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commit_regions.append(region)
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return AircraftEngagementZones(unary_union(commit_regions))
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@classmethod
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def commit_region(cls, flight: Flight) -> Optional[ThreatPoly]:
|
||||
if isinstance(flight.state, InFlight):
|
||||
return flight.state.a2a_commit_region()
|
||||
return None
|
||||
@ -17,6 +17,7 @@ from game.ato.flightstate import (
|
||||
WaitingForStart,
|
||||
)
|
||||
from game.ato.starttype import StartType
|
||||
from game.sim.aircraftengagementzones import AircraftEngagementZones
|
||||
from gen.flights.traveltime import TotEstimator
|
||||
|
||||
if TYPE_CHECKING:
|
||||
@ -45,18 +46,17 @@ class AircraftSimulation:
|
||||
return
|
||||
|
||||
def tick(self) -> bool:
|
||||
interrupt_sim = False
|
||||
for flight in self.iter_flights():
|
||||
flight.on_game_tick(self.time, TICK)
|
||||
if flight.should_halt_sim():
|
||||
interrupt_sim = True
|
||||
|
||||
# TODO: Check for SAM or A2A contact.
|
||||
# Generate an engagement poly for all active air-to-air aircraft per-coalition
|
||||
# and compare those against aircraft positions. If any aircraft intersects an
|
||||
# enemy air-threat region, generate the mission. Also check against enemy SAM
|
||||
# zones.
|
||||
return interrupt_sim
|
||||
# Finish updating all flights before computing engagement zones so that the new
|
||||
# positions are used.
|
||||
blue_a2a = AircraftEngagementZones.from_ato(self.game.blue.ato)
|
||||
red_a2a = AircraftEngagementZones.from_ato(self.game.red.ato)
|
||||
for flight in self.iter_flights():
|
||||
if flight.should_halt_sim(red_a2a if flight.squadron.player else blue_a2a):
|
||||
return True
|
||||
return False
|
||||
|
||||
def set_initial_flight_states(self) -> None:
|
||||
now = self.game.conditions.start_time
|
||||
@ -78,7 +78,7 @@ class AircraftSimulation:
|
||||
elif flight.start_type is StartType.RUNWAY:
|
||||
flight.set_state(Takeoff(flight, self.game.settings, now))
|
||||
elif flight.start_type is StartType.IN_FLIGHT:
|
||||
flight.set_state(InFlight(flight, self.game.settings))
|
||||
flight.set_state(InFlight(flight, self.game.settings, waypoint_index=0))
|
||||
else:
|
||||
raise ValueError(f"Unknown start type {flight.start_type} for {flight}")
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user