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https://github.com/dcs-retribution/dcs-retribution.git
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There are some TODOs here but th behavior is flagged off by default. The biggest TODO here is that the time spent frozen is not simulated, so flights that are engaged by SAMs will unfreeze, move slightly, then re- freeze. https://github.com/dcs-liberation/dcs_liberation/issues/1680
208 lines
7.5 KiB
Python
208 lines
7.5 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
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from game.savecompat import has_save_compat_for
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from .flightroster import FlightRoster
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from .flightstate import FlightState, Uninitialized
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from .loadouts import Loadout
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if TYPE_CHECKING:
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from game.dcs.aircrafttype import AircraftType
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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, MissionTarget
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from game.transfers import TransferOrder
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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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class Flight:
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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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) -> 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.squadron = squadron
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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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# TODO: Replace with FlightPlan.
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self.targets: List[MissionTarget] = []
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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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# 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 by
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# FlightPlanBuilder, but an empty flight plan the flight begins with an
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# empty flight plan.
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from game.ato.flightplan import FlightPlan, CustomFlightPlan
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self.flight_plan: FlightPlan = CustomFlightPlan(
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package=package, flight=self, custom_waypoints=[]
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)
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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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@has_save_compat_for(6)
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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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if "props" not in state:
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state["props"] = {}
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if "id" not in state:
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state["id"] = uuid.uuid4()
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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 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 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 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 max_takeoff_fuel(self) -> Optional[float]:
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# Special case so Su 33 and C101 can take off
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unit_type = self.unit_type.dcs_unit_type
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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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return Su_33.fuel_max / 2.2
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else:
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return Su_33.fuel_max * 0.8
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elif unit_type in {C_101EB, C_101CC}:
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return unit_type.fuel_max * 0.5
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return None
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def __repr__(self) -> str:
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if self.custom_name:
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return f"{self.custom_name} {self.count} x {self.unit_type}"
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return f"[{self.flight_type}] {self.count} x {self.unit_type}"
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def __str__(self) -> str:
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if self.custom_name:
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return f"{self.custom_name} {self.count} x {self.unit_type}"
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return f"[{self.flight_type}] {self.count} x {self.unit_type}"
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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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def kill(self, results: SimulationResults) -> 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 removing the flight from the ATO and logging the kill in
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# the SimulationResults, which is similar to the Debriefing. If a flight is
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# killed and the player saves and reloads, those pilots/aircraft will be
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# unusable until the next turn, but otherwise will survive.
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#
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# This is going to be extremely temporary since the solution for other killable
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# game objects (killed SAMs, sinking carriers, bombed out runways) will not be
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# so easily worked around.
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# TODO: Support partial kills.
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# TODO: Remove empty packages from the ATO?
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self.package.remove_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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