from __future__ import annotations import uuid from datetime import datetime, timedelta from typing import Any, List, Optional, TYPE_CHECKING from dcs import Point from dcs.planes import C_101CC, C_101EB, Su_33, FA_18C_hornet from .flightroster import FlightRoster from .flightstate import FlightState, Navigating, Uninitialized from .flightstate.killed import Killed from .loadouts import Loadout, Weapon from ..sidc import ( Entity, SidcDescribable, StandardIdentity, Status, SymbolSet, ) 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 from game.transfers import TransferOrder from .flightplans.flightplan import FlightPlan from .flighttype import FlightType from .flightwaypoint import FlightWaypoint from .package import Package from .starttype import StartType F18_TGP_PYLON: int = 4 class Flight(SidcDescribable): def __init__( self, package: Package, country: str, squadron: Squadron, count: int, flight_type: FlightType, start_type: StartType, divert: Optional[ControlPoint], custom_name: Optional[str] = None, cargo: Optional[TransferOrder] = None, roster: Optional[FlightRoster] = None, ) -> None: self.id = uuid.uuid4() self.package = package self.country = country self.coalition = squadron.coalition self.squadron = squadron self.squadron.claim_inventory(count) if roster is None: self.roster = FlightRoster(self.squadron, initial_size=count) else: self.roster = roster self.divert = divert self.flight_type = flight_type self.loadout = Loadout.default_for(self) self.start_type = start_type self.use_custom_loadout = False self.custom_name = custom_name self.group_id: int = 0 # Only used by transport missions. self.cargo = cargo # Flight properties that can be set in the mission editor. This is used for # things like HMD selection, ripple quantity, etc. Any values set here will take # the place of the defaults defined by DCS. # # This is a part of the Flight rather than the Loadout because DCS does not # associate these choices with the loadout, and we don't want to reset these # options when players switch loadouts. self.props: dict[str, Any] = {} # Used for simulating the travel to first contact. self.state: FlightState = Uninitialized(self, squadron.settings) # Will be replaced with a more appropriate FlightPlan later, but start with a # cheaply constructed one since adding more flights to the package may affect # the optimal layout. from .flightplans.flightplanbuildertypes import FlightPlanBuilderTypes self._flight_plan_builder = FlightPlanBuilderTypes.for_flight(self)(self) is_f18 = self.squadron.aircraft.dcs_unit_type.id == FA_18C_hornet.id on_land = not self.squadron.location.is_fleet if on_land and is_f18 and self.coalition.game.settings.atflir_autoswap: self.loadout.pylons[F18_TGP_PYLON] = Weapon.with_clsid( str( FA_18C_hornet.Pylon4.AN_AAQ_28_LITENING___Targeting_Pod_[1]["clsid"] ) ) @property def flight_plan(self) -> FlightPlan[Any]: return self._flight_plan_builder.get_or_build() def degrade_to_custom_flight_plan(self) -> None: from .flightplans.custom import Builder as CustomBuilder self._flight_plan_builder = CustomBuilder(self, self.flight_plan.waypoints[1:]) self.recreate_flight_plan() def __getstate__(self) -> dict[str, Any]: state = self.__dict__.copy() # Avoid persisting the flight state since that's not (currently) used outside # mission generation. This is a bit of a hack for the moment and in the future # we will need to persist the flight state, but for now keep it out of save # compat (it also contains a generator that cannot be pickled). del state["state"] return state def __setstate__(self, state: dict[str, Any]) -> None: state["state"] = Uninitialized(self, state["squadron"].settings) self.__dict__.update(state) @property def blue(self) -> bool: return self.squadron.player @property def standard_identity(self) -> StandardIdentity: return StandardIdentity.FRIEND if self.blue else StandardIdentity.HOSTILE_FAKER @property def sidc_status(self) -> Status: return Status.PRESENT if self.alive else Status.PRESENT_DESTROYED @property def symbol_set_and_entity(self) -> tuple[SymbolSet, Entity]: return SymbolSet.AIR, self.flight_type.entity_type @property def departure(self) -> ControlPoint: return self.squadron.location @property def arrival(self) -> ControlPoint: return self.squadron.arrival @property def count(self) -> int: return self.roster.max_size @property def client_count(self) -> int: return self.roster.player_count @property def unit_type(self) -> AircraftType: return self.squadron.aircraft @property def is_helo(self) -> bool: return self.unit_type.dcs_unit_type.helicopter @property def from_cp(self) -> ControlPoint: return self.departure @property def points(self) -> List[FlightWaypoint]: return self.flight_plan.waypoints[1:] def position(self) -> Point: return self.state.estimate_position() def resize(self, new_size: int) -> None: self.squadron.claim_inventory(new_size - self.count) self.roster.resize(new_size) def set_pilot(self, index: int, pilot: Optional[Pilot]) -> None: self.roster.set_pilot(index, pilot) @property def missing_pilots(self) -> int: return self.roster.missing_pilots def return_pilots_and_aircraft(self) -> None: self.roster.clear() self.squadron.claim_inventory(-self.count) def max_takeoff_fuel(self) -> Optional[float]: # Special case so Su 33 and C101 can take off unit_type = self.unit_type.dcs_unit_type if unit_type == Su_33: if self.flight_type.is_air_to_air: return Su_33.fuel_max / 2.2 else: return Su_33.fuel_max * 0.8 elif unit_type in {C_101EB, C_101CC}: return unit_type.fuel_max * 0.5 return None def __repr__(self) -> str: if self.custom_name: return f"{self.custom_name} {self.count} x {self.unit_type}" return f"[{self.flight_type}] {self.count} x {self.unit_type}" def __str__(self) -> str: if self.custom_name: return f"{self.custom_name} {self.count} x {self.unit_type}" return f"[{self.flight_type}] {self.count} x {self.unit_type}" def abort(self) -> None: from .flightplans.rtb import RtbFlightPlan self._flight_plan_builder = RtbFlightPlan.builder_type()(self) plan = self._flight_plan_builder.get_or_build() self.set_state( Navigating( self, self.squadron.settings, plan.abort_index, has_aborted=True, ) ) def set_state(self, state: FlightState) -> None: self.state = state def on_game_tick( self, events: GameUpdateEvents, time: datetime, duration: timedelta ) -> None: self.state.on_game_tick(events, time, duration) def should_halt_sim(self) -> bool: return self.state.should_halt_sim() @property def alive(self) -> bool: return self.state.alive def kill(self, results: SimulationResults, events: GameUpdateEvents) -> 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 logging the kill in the SimulationResults, which is # similar to the Debriefing. We also set the flight's state to Killed, which # will prevent it from being spawned in the mission and updates the SIDC. # This does leave an opportunity for players to cheat since the UI won't stop # them from cancelling a dead flight, returning the aircraft to the pool. Not a # big deal for now. # TODO: Support partial kills. self.set_state( Killed(self.state.estimate_position(), self, self.squadron.settings) ) events.update_flight(self) for pilot in self.roster.pilots: if pilot is not None: results.kill_pilot(self, pilot) def recreate_flight_plan(self) -> None: from game.sim.gameupdateevents import GameUpdateEvents from game.server import EventStream self._flight_plan_builder.regenerate() EventStream.put_nowait(GameUpdateEvents().update_flight(self))