Separate combat as a distinct flight state.

Will be used later to simulate combat.

https://github.com/dcs-liberation/dcs_liberation/issues/1680
This commit is contained in:
Dan Albert 2021-11-07 12:17:05 -08:00
parent d9108a7ca6
commit ce4628b64f
11 changed files with 179 additions and 67 deletions

View File

@ -151,5 +151,10 @@ class Flight:
def on_game_tick(self, time: datetime, duration: timedelta) -> None:
self.state.on_game_tick(time, duration)
def should_halt_sim(self, enemy_aircraft_coverage: AircraftEngagementZones) -> bool:
return self.state.should_halt_sim(enemy_aircraft_coverage)
def check_for_combat(
self, enemy_aircraft_coverage: AircraftEngagementZones
) -> None:
self.state.check_for_combat(enemy_aircraft_coverage)
def should_halt_sim(self) -> bool:
return self.state.should_halt_sim()

View File

@ -22,7 +22,12 @@ class FlightState(ABC):
def on_game_tick(self, time: datetime, duration: timedelta) -> None:
...
def should_halt_sim(self, enemy_aircraft_coverage: AircraftEngagementZones) -> bool:
def check_for_combat(
self, enemy_aircraft_coverage: AircraftEngagementZones
) -> None:
pass
def should_halt_sim(self) -> bool:
return False
@property

View File

@ -0,0 +1,56 @@
from __future__ import annotations
from datetime import datetime, timedelta
from typing import TYPE_CHECKING
from dcs import Point
from game.utils import Distance, Speed
from .inflight import InFlight
from ..starttype import StartType
if TYPE_CHECKING:
from game.sim.aircraftengagementzones import AircraftEngagementZones
class InCombat(InFlight):
def __init__(self, previous_state: InFlight, description: str) -> None:
super().__init__(
previous_state.flight,
previous_state.settings,
previous_state.waypoint_index,
)
self.previous_state = previous_state
self._description = description
def estimate_position(self) -> Point:
return self.previous_state.estimate_position()
def estimate_altitude(self) -> tuple[Distance, str]:
return self.previous_state.estimate_altitude()
def estimate_speed(self) -> Speed:
return self.previous_state.estimate_speed()
def on_game_tick(self, time: datetime, duration: timedelta) -> None:
raise RuntimeError("Cannot simulate combat")
@property
def is_waiting_for_start(self) -> bool:
return False
def should_halt_sim(self) -> bool:
return True
def check_for_combat(
self, enemy_aircraft_coverage: AircraftEngagementZones
) -> None:
pass
@property
def spawn_type(self) -> StartType:
return StartType.IN_FLIGHT
@property
def description(self) -> str:
return self._description

View File

@ -1,6 +1,7 @@
from __future__ import annotations
import logging
from abc import ABC, abstractmethod
from datetime import datetime, timedelta
from typing import TYPE_CHECKING
@ -11,7 +12,7 @@ from game.ato.flightstate.flightstate import FlightState
from game.ato.flightwaypoint import FlightWaypoint
from game.ato.flightwaypointtype import FlightWaypointType
from game.ato.starttype import StartType
from game.utils import Distance, LBS_TO_KG, Speed, meters, pairwise
from game.utils import Distance, LBS_TO_KG, Speed, pairwise
from gen.flights.flightplan import LoiterFlightPlan
if TYPE_CHECKING:
@ -20,11 +21,7 @@ if TYPE_CHECKING:
from game.sim.aircraftengagementzones import AircraftEngagementZones
def lerp(v0: float, v1: float, t: float) -> float:
return (1 - t) * v0 + t * v1
class InFlight(FlightState):
class InFlight(FlightState, ABC):
def __init__(self, flight: Flight, settings: Settings, waypoint_index: int) -> None:
super().__init__(flight, settings)
waypoints = self.flight.flight_plan.waypoints
@ -52,36 +49,17 @@ class InFlight(FlightState):
travel_time -= self.flight.flight_plan.hold_duration
return travel_time
def progress(self) -> float:
return (
self.elapsed_time.total_seconds()
/ self.total_time_to_next_waypoint.total_seconds()
)
@abstractmethod
def estimate_position(self) -> Point:
x0 = self.current_waypoint.position.x
y0 = self.current_waypoint.position.y
x1 = self.next_waypoint.position.x
y1 = self.next_waypoint.position.y
progress = self.progress()
return Point(lerp(x0, x1, progress), lerp(y0, y1, progress))
...
@abstractmethod
def estimate_altitude(self) -> tuple[Distance, str]:
return (
meters(
lerp(
self.current_waypoint.alt.meters,
self.next_waypoint.alt.meters,
self.progress(),
)
),
self.current_waypoint.alt_type,
)
...
@abstractmethod
def estimate_speed(self) -> Speed:
return self.flight.flight_plan.speed_between_waypoints(
self.current_waypoint, self.next_waypoint
)
...
def estimate_fuel_at_current_waypoint(self) -> float:
initial_fuel = super().estimate_fuel()
@ -95,21 +73,10 @@ class InFlight(FlightState):
initial_fuel -= consumption * LBS_TO_KG
return initial_fuel
def estimate_fuel(self) -> float:
initial_fuel = self.estimate_fuel_at_current_waypoint()
ppm = self.flight.flight_plan.fuel_rate_to_between_points(
self.current_waypoint, self.next_waypoint
)
if ppm is None:
return initial_fuel
position = self.estimate_position()
distance = meters(self.current_waypoint.position.distance_to_point(position))
consumption = distance.nautical_miles * ppm * LBS_TO_KG
return initial_fuel - consumption
def next_waypoint_state(self) -> FlightState:
from game.ato.flightstate.loiter import Loiter
from game.ato.flightstate.racetrack import RaceTrack
from .loiter import Loiter
from .racetrack import RaceTrack
from .navigating import Navigating
new_index = self.waypoint_index + 1
if self.next_waypoint.waypoint_type is FlightWaypointType.LANDING_POINT:
@ -118,7 +85,7 @@ class InFlight(FlightState):
return RaceTrack(self.flight, self.settings, new_index)
if self.next_waypoint.waypoint_type is FlightWaypointType.LOITER:
return Loiter(self.flight, self.settings, new_index)
return InFlight(self.flight, self.settings, new_index)
return Navigating(self.flight, self.settings, new_index)
def advance_to_next_waypoint(self) -> None:
self.flight.set_state(self.next_waypoint_state())
@ -128,7 +95,11 @@ class InFlight(FlightState):
if self.elapsed_time > self.total_time_to_next_waypoint:
self.advance_to_next_waypoint()
def should_halt_sim(self, enemy_aircraft_coverage: AircraftEngagementZones) -> bool:
def check_for_combat(
self, enemy_aircraft_coverage: AircraftEngagementZones
) -> None:
from game.ato.flightstate.incombat import InCombat
contact_types = {
FlightWaypointType.INGRESS_BAI,
FlightWaypointType.INGRESS_CAS,
@ -144,7 +115,7 @@ class InFlight(FlightState):
f"Interrupting simulation because {self.flight} has reached its "
"ingress point"
)
return True
self.flight.set_state(InCombat(self, "At IP"))
threat_zone = self.flight.squadron.coalition.opponent.threat_zone
if threat_zone.threatened_by_air_defense(self.estimate_position()):
@ -152,16 +123,16 @@ class InFlight(FlightState):
f"Interrupting simulation because {self.flight} has encountered enemy "
"air defenses"
)
return True
self.flight.set_state(InCombat(self, "In combat with enemy air defenses"))
if enemy_aircraft_coverage.covers(self.estimate_position()):
logging.info(
f"Interrupting simulation because {self.flight} has encountered enemy "
"air-to-air patrol"
)
return True
return False
self.flight.set_state(
InCombat(self, "In combat with enemy air-to-air patrol")
)
@property
def is_waiting_for_start(self) -> bool:

View File

@ -6,6 +6,7 @@ from typing import TYPE_CHECKING
from dcs import Point
from game.ato.flightstate import FlightState, InFlight
from game.ato.flightstate.navigating import Navigating
from game.utils import Distance, Speed
from gen.flights.flightplan import LoiterFlightPlan
@ -36,7 +37,7 @@ class Loiter(InFlight):
def next_waypoint_state(self) -> FlightState:
# Do not automatically advance to the next waypoint. Just proceed from the
# current one with the normal flying state.
return InFlight(self.flight, self.settings, self.waypoint_index)
return Navigating(self.flight, self.settings, self.waypoint_index)
def travel_time_between_waypoints(self) -> timedelta:
return self.hold_duration

View File

@ -0,0 +1,73 @@
from __future__ import annotations
from typing import TYPE_CHECKING
from dcs import Point
from game.ato.flightstate import InFlight
from game.ato.starttype import StartType
from game.utils import Distance, LBS_TO_KG, Speed, meters
if TYPE_CHECKING:
pass
def lerp(v0: float, v1: float, t: float) -> float:
return (1 - t) * v0 + t * v1
class Navigating(InFlight):
def progress(self) -> float:
return (
self.elapsed_time.total_seconds()
/ self.total_time_to_next_waypoint.total_seconds()
)
def estimate_position(self) -> Point:
x0 = self.current_waypoint.position.x
y0 = self.current_waypoint.position.y
x1 = self.next_waypoint.position.x
y1 = self.next_waypoint.position.y
progress = self.progress()
return Point(lerp(x0, x1, progress), lerp(y0, y1, progress))
def estimate_altitude(self) -> tuple[Distance, str]:
return (
meters(
lerp(
self.current_waypoint.alt.meters,
self.next_waypoint.alt.meters,
self.progress(),
)
),
self.current_waypoint.alt_type,
)
def estimate_speed(self) -> Speed:
return self.flight.flight_plan.speed_between_waypoints(
self.current_waypoint, self.next_waypoint
)
def estimate_fuel(self) -> float:
initial_fuel = self.estimate_fuel_at_current_waypoint()
ppm = self.flight.flight_plan.fuel_rate_to_between_points(
self.current_waypoint, self.next_waypoint
)
if ppm is None:
return initial_fuel
position = self.estimate_position()
distance = meters(self.current_waypoint.position.distance_to_point(position))
consumption = distance.nautical_miles * ppm * LBS_TO_KG
return initial_fuel - consumption
@property
def is_waiting_for_start(self) -> bool:
return False
@property
def spawn_type(self) -> StartType:
return StartType.IN_FLIGHT
@property
def description(self) -> str:
return f"Flying to {self.next_waypoint.name}"

View File

@ -11,7 +11,6 @@ from ..starttype import StartType
if TYPE_CHECKING:
from game.ato.flight import Flight
from game.settings import Settings
from game.sim.aircraftengagementzones import AircraftEngagementZones
class StartUp(FlightState):
@ -32,7 +31,7 @@ class StartUp(FlightState):
def spawn_type(self) -> StartType:
return StartType.COLD
def should_halt_sim(self, enemy_aircraft_coverage: AircraftEngagementZones) -> bool:
def should_halt_sim(self) -> bool:
if (
self.flight.client_count > 0
and self.settings.player_mission_interrupts_sim_at is StartType.COLD

View File

@ -5,14 +5,13 @@ from datetime import datetime, timedelta
from typing import TYPE_CHECKING
from .flightstate import FlightState
from .inflight import InFlight
from .navigating import Navigating
from ..starttype import StartType
from ...utils import LBS_TO_KG
if TYPE_CHECKING:
from game.ato.flight import Flight
from game.settings import Settings
from game.sim.aircraftengagementzones import AircraftEngagementZones
class Takeoff(FlightState):
@ -24,7 +23,7 @@ class Takeoff(FlightState):
def on_game_tick(self, time: datetime, duration: timedelta) -> None:
if time < self.completion_time:
return
self.flight.set_state(InFlight(self.flight, self.settings, waypoint_index=0))
self.flight.set_state(Navigating(self.flight, self.settings, waypoint_index=0))
@property
def is_waiting_for_start(self) -> bool:
@ -40,7 +39,7 @@ class Takeoff(FlightState):
return initial_fuel
return initial_fuel - self.flight.unit_type.fuel_consumption.taxi * LBS_TO_KG
def should_halt_sim(self, enemy_aircraft_coverage: AircraftEngagementZones) -> bool:
def should_halt_sim(self) -> bool:
if (
self.flight.client_count > 0
and self.settings.player_mission_interrupts_sim_at is StartType.RUNWAY

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@ -11,7 +11,6 @@ from ..starttype import StartType
if TYPE_CHECKING:
from game.ato.flight import Flight
from game.settings import Settings
from game.sim.aircraftengagementzones import AircraftEngagementZones
class Taxi(FlightState):
@ -32,7 +31,7 @@ class Taxi(FlightState):
def spawn_type(self) -> StartType:
return StartType.WARM
def should_halt_sim(self, enemy_aircraft_coverage: AircraftEngagementZones) -> bool:
def should_halt_sim(self) -> bool:
if (
self.flight.client_count > 0
and self.settings.player_mission_interrupts_sim_at is StartType.WARM

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@ -5,7 +5,7 @@ from typing import TYPE_CHECKING
from game.ato.starttype import StartType
from .flightstate import FlightState
from .inflight import InFlight
from .navigating import Navigating
from .startup import StartUp
from .takeoff import Takeoff
from .taxi import Taxi
@ -41,7 +41,7 @@ class WaitingForStart(FlightState):
elif self.start_type is StartType.RUNWAY:
new_state = Takeoff(self.flight, self.settings, time)
else:
new_state = InFlight(self.flight, self.settings, waypoint_index=0)
new_state = Navigating(self.flight, self.settings, waypoint_index=0)
self.flight.set_state(new_state)
@property

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@ -40,7 +40,11 @@ class AircraftSimulation:
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):
flight.check_for_combat(red_a2a if flight.squadron.player else blue_a2a)
# After updating all combat states, check for halts.
for flight in self.iter_flights():
if flight.should_halt_sim():
return True
return False