mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
refactor to enum typing and many other fixes fix tests attempt to fix some typescript more typescript fixes more typescript test fixes revert all API changes update to pydcs mypy fixes Use properties to check if player is blue/red/neutral update requirements.txt black -_- bump pydcs and fix mypy add opponent property bump pydcs
361 lines
13 KiB
Python
361 lines
13 KiB
Python
from __future__ import annotations
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import random
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import uuid
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from collections.abc import Iterator
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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 game.dcs.aircrafttype import AircraftType
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from game.theater import ControlPoint, MissionTarget
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from pydcs_extensions.hercules.hercules import Hercules
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from .flightmembers import FlightMembers
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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 .flighttype import FlightType
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from .loadouts import Weapon
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from ..radio.CallsignContainer import CallsignContainer
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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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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.player import Player
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from game.transfers import TransferOrder
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from game.data.weapons import WeaponType
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from .flightmember import FlightMember
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from .flightplans.flightplan import FlightPlan
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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(
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SidcDescribable, RadioFrequencyContainer, TacanContainer, CallsignContainer
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):
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def __init__(
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self,
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package: Package,
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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_tcn: 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.coalition = squadron.coalition
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self.squadron = squadron
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self.flight_type = flight_type
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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 = FlightMembers(self, initial_size=count)
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else:
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self.roster = FlightMembers.from_roster(self, roster)
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self.divert = divert
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self.start_type = start_type
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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_tcn
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self.initialize_fuel()
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self.use_same_loadout_for_all_members = True
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self.use_same_livery_for_all_members = True
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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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for fm in self.roster.members:
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fm.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][
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"clsid"
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]
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)
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)
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# altitude offset for planes
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offset_factor = self.coalition.game.settings.max_plane_altitude_offset
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offset_factor = random.randint(0, offset_factor)
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self.plane_altitude_offset = 1000 * offset_factor * random.choice([-1, 1])
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@property
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def available_callsigns(self) -> List[str]:
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callsigns = set()
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dcs_unit = self.squadron.aircraft.dcs_unit_type
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category = dcs_unit.category
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category = "Air" if category == "Interceptor" else category
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for name in self.squadron.coalition.faction.country.callsign[category]:
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callsigns.add(name)
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if hasattr(dcs_unit, "callnames"):
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country_name = self.squadron.coalition.faction.country.name
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for c in dcs_unit.callnames:
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if "Combined Joint Task Forces" in country_name or c == country_name:
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for name in dcs_unit.callnames[c]:
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callsigns.add(name)
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return sorted(callsigns)
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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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if "use_same_loadout_for_all_members" not in state:
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state["use_same_loadout_for_all_members"] = True
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self.__dict__.update(state)
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if isinstance(self.roster, FlightRoster):
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self.roster = FlightMembers.from_roster(self, self.roster)
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@property
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def blue(self) -> Player:
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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_lha(self) -> bool:
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return self.unit_type.lha_capable
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@property
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def is_helo(self) -> bool:
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return self.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 points(self) -> List[FlightWaypoint]:
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return self.flight_plan.waypoints[1:]
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@property
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def custom_targets(self) -> List[MissionTarget]:
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return [
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MissionTarget(wpt.name, wpt.position)
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for wpt in self.flight_plan.layout.custom_waypoints
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]
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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 iter_members(self) -> Iterator[FlightMember]:
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yield from self.roster.members
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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 any_member_has_weapon_of_type(self, weapon_type: WeaponType) -> bool:
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return any(
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m.loadout.has_weapon_of_type(weapon_type) for m in self.iter_members()
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)
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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} - {self.start_type.value}"
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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.iter_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, dump_debug_info: bool = False) -> None:
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self._flight_plan_builder.regenerate(dump_debug_info)
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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.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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