Files
dcs-retribution/game/ato/flightplans/cas.py
MetalStormGhost c51fa5c1df CAS engagement range
New option in Settings: CAS engagement range (nmi)
2023-08-02 19:22:15 +02:00

134 lines
4.4 KiB
Python

from __future__ import annotations
from collections.abc import Iterator
from dataclasses import dataclass
from datetime import timedelta
from typing import TYPE_CHECKING, Type
from game.theater import FrontLine
from game.utils import Distance, Speed, kph, meters, nautical_miles
from .ibuilder import IBuilder
from .invalidobjectivelocation import InvalidObjectiveLocation
from .patrolling import PatrollingFlightPlan, PatrollingLayout
from .uizonedisplay import UiZone, UiZoneDisplay
from .waypointbuilder import WaypointBuilder
from ..flightwaypointtype import FlightWaypointType
if TYPE_CHECKING:
from ..flightwaypoint import FlightWaypoint
@dataclass
class CasLayout(PatrollingLayout):
target: FlightWaypoint
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
yield self.departure
yield from self.nav_to
yield self.patrol_start
yield self.target
yield self.patrol_end
yield from self.nav_from
yield self.arrival
if self.divert is not None:
yield self.divert
yield self.bullseye
class CasFlightPlan(PatrollingFlightPlan[CasLayout], UiZoneDisplay):
@staticmethod
def builder_type() -> Type[Builder]:
return Builder
@property
def patrol_duration(self) -> timedelta:
return self.flight.coalition.doctrine.cas_duration
@property
def patrol_speed(self) -> Speed:
# 2021-08-02: patrol_speed will currently have no effect because
# CAS doesn't use OrbitAction. But all PatrollingFlightPlan are expected
# to have patrol_speed
return kph(0)
@property
def engagement_distance(self) -> Distance:
return nautical_miles(
self.flight.coalition.game.settings.cas_engagement_range_distance
)
@property
def combat_speed_waypoints(self) -> set[FlightWaypoint]:
return {self.layout.patrol_start, self.layout.target, self.layout.patrol_end}
def request_escort_at(self) -> FlightWaypoint | None:
return self.layout.patrol_start
def dismiss_escort_at(self) -> FlightWaypoint | None:
return self.layout.patrol_end
def ui_zone(self) -> UiZone:
return UiZone(
[self.layout.target.position],
self.engagement_distance,
)
class Builder(IBuilder[CasFlightPlan, CasLayout]):
def layout(self) -> CasLayout:
location = self.package.target
if not isinstance(location, FrontLine):
raise InvalidObjectiveLocation(self.flight.flight_type, location)
from game.missiongenerator.frontlineconflictdescription import (
FrontLineConflictDescription,
)
bounds = FrontLineConflictDescription.frontline_bounds(
location, self.theater, self.coalition.game.settings
)
ingress = bounds.left_position
center = bounds.center
egress = bounds.right_position
ingress_distance = ingress.distance_to_point(self.flight.departure.position)
egress_distance = egress.distance_to_point(self.flight.departure.position)
if egress_distance < ingress_distance:
ingress, egress = egress, ingress
builder = WaypointBuilder(self.flight, self.coalition)
is_helo = self.flight.unit_type.dcs_unit_type.helicopter
ingress_egress_altitude = (
self.doctrine.ingress_altitude if not is_helo else meters(50)
)
use_agl_ingress_egress = is_helo
return CasLayout(
departure=builder.takeoff(self.flight.departure),
nav_to=builder.nav_path(
self.flight.departure.position,
ingress,
ingress_egress_altitude,
use_agl_ingress_egress,
),
nav_from=builder.nav_path(
egress,
self.flight.arrival.position,
ingress_egress_altitude,
use_agl_ingress_egress,
),
patrol_start=builder.ingress(
FlightWaypointType.INGRESS_CAS, ingress, location
),
target=builder.cas(center),
patrol_end=builder.egress(egress, location),
arrival=builder.land(self.flight.arrival),
divert=builder.divert(self.flight.divert),
bullseye=builder.bullseye(),
)
def build(self) -> CasFlightPlan:
return CasFlightPlan(self.flight, self.layout())