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During package planning we don't care about the details of the flight plan, just the layout (to check if the layout is threatened and we need escorts). Splitting these will allow us to reduce the amount of work that must be done in each loop of the planning phase, potentially caching attempted flight plans between loops.
94 lines
3.2 KiB
Python
94 lines
3.2 KiB
Python
from __future__ import annotations
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from datetime import timedelta
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from typing import Type
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from game.utils import Distance, Heading, Speed, feet, knots, meters, nautical_miles
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from .ibuilder import IBuilder
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from .patrolling import PatrollingFlightPlan, PatrollingLayout
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from .waypointbuilder import WaypointBuilder
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class Builder(IBuilder):
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def build(self) -> PatrollingLayout:
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racetrack_half_distance = nautical_miles(20).meters
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location = self.package.target
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closest_boundary = self.threat_zones.closest_boundary(location.position)
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heading_to_threat_boundary = Heading.from_degrees(
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location.position.heading_between_point(closest_boundary)
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)
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distance_to_threat = meters(
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location.position.distance_to_point(closest_boundary)
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)
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orbit_heading = heading_to_threat_boundary
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# Station 70nm outside the threat zone.
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threat_buffer = nautical_miles(70)
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if self.threat_zones.threatened(location.position):
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orbit_distance = distance_to_threat + threat_buffer
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else:
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orbit_distance = distance_to_threat - threat_buffer
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racetrack_center = location.position.point_from_heading(
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orbit_heading.degrees, orbit_distance.meters
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)
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racetrack_start = racetrack_center.point_from_heading(
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orbit_heading.right.degrees, racetrack_half_distance
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)
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racetrack_end = racetrack_center.point_from_heading(
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orbit_heading.left.degrees, racetrack_half_distance
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)
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builder = WaypointBuilder(self.flight, self.coalition)
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tanker_type = self.flight.unit_type
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if tanker_type.patrol_altitude is not None:
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altitude = tanker_type.patrol_altitude
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else:
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altitude = feet(21000)
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racetrack = builder.race_track(racetrack_start, racetrack_end, altitude)
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return PatrollingLayout(
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departure=builder.takeoff(self.flight.departure),
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nav_to=builder.nav_path(
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self.flight.departure.position, racetrack_start, altitude
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),
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nav_from=builder.nav_path(
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racetrack_end, self.flight.arrival.position, altitude
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),
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patrol_start=racetrack[0],
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patrol_end=racetrack[1],
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arrival=builder.land(self.flight.arrival),
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divert=builder.divert(self.flight.divert),
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bullseye=builder.bullseye(),
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)
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class TheaterRefuelingFlightPlan(PatrollingFlightPlan[PatrollingLayout]):
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@staticmethod
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def builder_type() -> Type[Builder]:
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return Builder
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@property
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def patrol_duration(self) -> timedelta:
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return timedelta(hours=1)
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@property
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def patrol_speed(self) -> Speed:
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# TODO: Could use self.flight.unit_type.preferred_patrol_speed(altitude).
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if self.flight.unit_type.patrol_speed is not None:
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return self.flight.unit_type.patrol_speed
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# ~280 knots IAS at 21000.
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return knots(400)
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@property
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def engagement_distance(self) -> Distance:
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# TODO: Factor out a common base of the combat and non-combat race-tracks.
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# No harm in setting this, but we ought to clean up a bit.
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return meters(0)
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