Roll over time in excess of the current waypoint.

This commit is contained in:
Dan Albert 2022-03-07 18:35:16 -08:00
parent e95a9e0685
commit f5955dafaf

View File

@ -90,16 +90,31 @@ class InFlight(FlightState, ABC):
return Loiter(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())
def advance_to_next_waypoint(self) -> FlightState:
new_state = self.next_waypoint_state()
self.flight.set_state(new_state)
self.current_waypoint_elapsed = True
return new_state
def on_game_tick(
self, events: GameUpdateEvents, time: datetime, duration: timedelta
) -> None:
self.elapsed_time += duration
if self.elapsed_time > self.total_time_to_next_waypoint:
self.advance_to_next_waypoint()
new_state = self.advance_to_next_waypoint()
# Roll over any extra time to the next state. We don't need to loop here
# even if we've passed more than one waypoint because the new state will do
# the same. There is a small gap here where we only do that for other *in
# flight* states. We don't need to tick combat states (combat is ticked
# separately) or completed states at all, so the only states that might be
# under-ticked are the pre-takeoff states, where it's not really that
# critical if we under-simulate them by the tick period or less. The tick
# period at time of writing is one second. Not enough to throw off ground
# ops, but at 600 knots we'd be getting the position wrong by up to 1000
# feet.
rollover = self.elapsed_time - self.total_time_to_next_waypoint
new_state.on_game_tick(events, time, rollover)
@property
def is_at_ip(self) -> bool: