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The mechanism for how this bug arises is that the *WaypointGenerator* uses the *FlightWaypoint.waypoint_type* to decide whether to generate the waypoint in the .miz file using a *DeadIngressBuilder* or a *SeadIngressBuilder*. This *waypoint_type* is set by *ato.flightplans.<sead|dead>.Builder*, which is set when *ato.flight* is initialised in the *Flight._flight_plan_builder* member variable based on *Flight.flight_type*. When *Flight.flight_type* is updated when the flight is changed from SEAD->DEAD, *Flight._flight_plan_builder* is not updated in the development build, resulting in it continuing to generate SEAD waypoints. This PR adds *set_flight_type()* which sets the *flight_type* property and updates *Flight._flight_plan_builder* and uses this function when converting flight types. Ideally, *flight_type* should be made private and only accessed through getter/setter functions that encapsulate this behavior, but that would mess up any existing liberation save files. This PR was tested by: 1. Opening the save file from Issue 2779 in the development build 2. Clicking "Take Off" and confirming that the Weapon Release Type is "Guided" at the Ingress Waypoint as described in the issue. 3. Opening the save file from Issue 2779 in this PR 4. Converting the SEAD2DEAD flight from DEAD back to SEAD, and then from SEAD to DEAD 5. Clicking "Take Off" and confirming in the mission editor that the SEAD2DEAD flight has Weapon Release Type set to "Auto" at the Ingress Waypoint. Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2779.
311 lines
11 KiB
Python
311 lines
11 KiB
Python
from __future__ import annotations
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import uuid
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from datetime import datetime, timedelta
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from typing import Any, List, Optional, TYPE_CHECKING
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from dcs import Point
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from dcs.planes import C_101CC, C_101EB, Su_33, FA_18C_hornet
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from pydcs_extensions.hercules.hercules import Hercules
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from .flightroster import FlightRoster
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from .flightstate import FlightState, Navigating, Uninitialized
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from .flightstate.killed import Killed
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from .loadouts import Loadout, Weapon
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from ..radio.RadioFrequencyContainer import RadioFrequencyContainer
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from ..radio.TacanContainer import TacanContainer
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from ..radio.radios import RadioFrequency
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from ..radio.tacan import TacanChannel
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from ..sidc import (
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Entity,
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SidcDescribable,
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StandardIdentity,
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Status,
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SymbolSet,
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)
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from game.dcs.aircrafttype import AircraftType
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if TYPE_CHECKING:
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from game.sim.gameupdateevents import GameUpdateEvents
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from game.sim.simulationresults import SimulationResults
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from game.squadrons import Squadron, Pilot
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from game.theater import ControlPoint
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from game.transfers import TransferOrder
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from .flightplans.flightplan import FlightPlan
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from .flighttype import FlightType
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from .flightwaypoint import FlightWaypoint
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from .package import Package
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from .starttype import StartType
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F18_TGP_PYLON: int = 4
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class Flight(SidcDescribable, RadioFrequencyContainer, TacanContainer):
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def __init__(
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self,
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package: Package,
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country: str,
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squadron: Squadron,
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count: int,
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flight_type: FlightType,
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start_type: StartType,
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divert: Optional[ControlPoint],
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custom_name: Optional[str] = None,
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cargo: Optional[TransferOrder] = None,
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roster: Optional[FlightRoster] = None,
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frequency: Optional[RadioFrequency] = None,
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channel: Optional[TacanChannel] = None,
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callsign: Optional[str] = None,
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claim_inv: bool = True,
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) -> None:
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self.id = uuid.uuid4()
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self.package = package
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self.country = country
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self.coalition = squadron.coalition
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self.squadron = squadron
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if claim_inv:
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self.squadron.claim_inventory(count)
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if roster is None:
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self.roster = FlightRoster(self.squadron, initial_size=count)
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else:
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self.roster = roster
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self.divert = divert
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self.flight_type = flight_type
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self.loadout = Loadout.default_for(self)
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self.start_type = start_type
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self.use_custom_loadout = False
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self.custom_name = custom_name
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self.group_id: int = 0
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self.frequency = frequency
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if self.unit_type.dcs_unit_type.tacan:
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self.tacan = channel
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self.tcn_name = callsign
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self.initialize_fuel()
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# Only used by transport missions.
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self.cargo = cargo
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# Flight properties that can be set in the mission editor. This is used for
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# things like HMD selection, ripple quantity, etc. Any values set here will take
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# the place of the defaults defined by DCS.
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#
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# This is a part of the Flight rather than the Loadout because DCS does not
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# associate these choices with the loadout, and we don't want to reset these
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# options when players switch loadouts.
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self.props: dict[str, Any] = {}
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# Used for simulating the travel to first contact.
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self.state: FlightState = Uninitialized(self, squadron.settings)
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# Will be replaced with a more appropriate FlightPlan later, but start with a
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# cheaply constructed one since adding more flights to the package may affect
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# the optimal layout.
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from .flightplans.flightplanbuildertypes import FlightPlanBuilderTypes
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self._flight_plan_builder = FlightPlanBuilderTypes.for_flight(self)(self)
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is_f18 = self.squadron.aircraft.dcs_unit_type.id == FA_18C_hornet.id
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on_land = not self.squadron.location.is_fleet
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if on_land and is_f18 and self.coalition.game.settings.atflir_autoswap:
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self.loadout.pylons[F18_TGP_PYLON] = Weapon.with_clsid(
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str(
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FA_18C_hornet.Pylon4.AN_AAQ_28_LITENING___Targeting_Pod_[1]["clsid"]
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)
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)
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@property
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def flight_plan(self) -> FlightPlan[Any]:
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return self._flight_plan_builder.get_or_build()
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def degrade_to_custom_flight_plan(self) -> None:
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from .flightplans.custom import Builder as CustomBuilder
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self._flight_plan_builder = CustomBuilder(self, self.flight_plan.waypoints[1:])
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self.recreate_flight_plan()
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def __getstate__(self) -> dict[str, Any]:
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state = self.__dict__.copy()
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# Avoid persisting the flight state since that's not (currently) used outside
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# mission generation. This is a bit of a hack for the moment and in the future
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# we will need to persist the flight state, but for now keep it out of save
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# compat (it also contains a generator that cannot be pickled).
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del state["state"]
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return state
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def __setstate__(self, state: dict[str, Any]) -> None:
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state["state"] = Uninitialized(self, state["squadron"].settings)
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self.__dict__.update(state)
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@property
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def blue(self) -> bool:
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return self.squadron.player
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@property
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def standard_identity(self) -> StandardIdentity:
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return StandardIdentity.FRIEND if self.blue else StandardIdentity.HOSTILE_FAKER
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@property
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def sidc_status(self) -> Status:
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return Status.PRESENT if self.alive else Status.PRESENT_DESTROYED
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@property
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def symbol_set_and_entity(self) -> tuple[SymbolSet, Entity]:
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return SymbolSet.AIR, self.flight_type.entity_type
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@property
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def departure(self) -> ControlPoint:
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return self.squadron.location
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@property
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def arrival(self) -> ControlPoint:
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return self.squadron.arrival
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@property
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def count(self) -> int:
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return self.roster.max_size
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@property
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def client_count(self) -> int:
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return self.roster.player_count
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@property
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def unit_type(self) -> AircraftType:
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return self.squadron.aircraft
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@property
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def is_helo(self) -> bool:
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return self.unit_type.dcs_unit_type.helicopter
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@property
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def is_hercules(self) -> bool:
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return self.unit_type == AircraftType.named("C-130J-30 Super Hercules")
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@property
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def from_cp(self) -> ControlPoint:
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return self.departure
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@property
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def points(self) -> List[FlightWaypoint]:
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return self.flight_plan.waypoints[1:]
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def position(self) -> Point:
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return self.state.estimate_position()
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def resize(self, new_size: int) -> None:
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self.squadron.claim_inventory(new_size - self.count)
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self.roster.resize(new_size)
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def set_pilot(self, index: int, pilot: Optional[Pilot]) -> None:
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self.roster.set_pilot(index, pilot)
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@property
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def missing_pilots(self) -> int:
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return self.roster.missing_pilots
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def set_flight_type(self, var: FlightType) -> None:
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self.flight_type = var
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# Update _flight_plan_builder so that the builder class remains relevant
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# to the flight type
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from .flightplans.flightplanbuildertypes import FlightPlanBuilderTypes
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self._flight_plan_builder = FlightPlanBuilderTypes.for_flight(self)(self)
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def return_pilots_and_aircraft(self) -> None:
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self.roster.clear()
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self.squadron.claim_inventory(-self.count)
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def initialize_fuel(self) -> None:
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unit_type = self.unit_type.dcs_unit_type
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self.fuel = unit_type.fuel_max
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# Special cases where we want less fuel for takeoff
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if unit_type == Su_33:
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if self.flight_type.is_air_to_air:
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self.fuel = Su_33.fuel_max / 2.2
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else:
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self.fuel = Su_33.fuel_max * 0.8
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elif unit_type in {C_101EB, C_101CC}:
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self.fuel = unit_type.fuel_max * 0.5
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elif unit_type == Hercules:
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self.fuel = unit_type.fuel_max * 0.75
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def __repr__(self) -> str:
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return self.__str__()
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def __str__(self) -> str:
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string = f"[{self.flight_type}] {self.count} x {self.unit_type}"
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if self.custom_name:
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return f"{self.custom_name} - {string}"
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return string
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def abort(self) -> None:
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from .flightplans.rtb import RtbFlightPlan
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self._flight_plan_builder = RtbFlightPlan.builder_type()(self)
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plan = self._flight_plan_builder.get_or_build()
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self.set_state(
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Navigating(
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self,
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self.squadron.settings,
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plan.abort_index,
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has_aborted=True,
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)
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)
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def set_state(self, state: FlightState) -> None:
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self.state = state
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def on_game_tick(
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self, events: GameUpdateEvents, time: datetime, duration: timedelta
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) -> None:
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self.state.on_game_tick(events, time, duration)
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def should_halt_sim(self) -> bool:
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return self.state.should_halt_sim()
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@property
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def alive(self) -> bool:
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return self.state.alive
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def kill(self, results: SimulationResults, events: GameUpdateEvents) -> None:
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# This is a bit messy while we're in transition from turn-based to turnless
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# because we want the simulation to have minimal impact on the save game while
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# turns exist so that loading a game is essentially a way to reset the
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# simulation to the start of the turn. As such, we don't actually want to mark
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# pilots killed or reduce squadron aircraft availability, but we do still need
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# the UI to reflect that aircraft were lost and avoid generating those flights
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# when the mission is generated.
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#
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# For now we do this by logging the kill in the SimulationResults, which is
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# similar to the Debriefing. We also set the flight's state to Killed, which
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# will prevent it from being spawned in the mission and updates the SIDC.
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# This does leave an opportunity for players to cheat since the UI won't stop
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# them from cancelling a dead flight, returning the aircraft to the pool. Not a
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# big deal for now.
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# TODO: Support partial kills.
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self.set_state(
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Killed(self.state.estimate_position(), self, self.squadron.settings)
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)
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events.update_flight(self)
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for pilot in self.roster.pilots:
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if pilot is not None:
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results.kill_pilot(self, pilot)
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def recreate_flight_plan(self) -> None:
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self._flight_plan_builder.regenerate()
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@staticmethod
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def clone_flight(flight: Flight) -> Flight:
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return Flight(
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flight.package,
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flight.country,
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flight.squadron,
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flight.count,
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flight.flight_type,
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flight.start_type,
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flight.divert,
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)
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