diff --git a/game/ato/flightstate/inflight.py b/game/ato/flightstate/inflight.py index 541c9f27..01b1a279 100644 --- a/game/ato/flightstate/inflight.py +++ b/game/ato/flightstate/inflight.py @@ -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: