dcs-retribution/game/sim/combat/combatinitiator.py
Eclipse/Druss99 31c80dfd02 refactor of previous commits
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
2025-10-19 19:34:38 +02:00

124 lines
4.7 KiB
Python

from __future__ import annotations
import itertools
import logging
from collections.abc import Iterator
from datetime import timedelta
from typing import Optional, TYPE_CHECKING
from game.theater.player import Player
from .aircombat import AirCombat
from .aircraftengagementzones import AircraftEngagementZones
from .atip import AtIp
from .defendingsam import DefendingSam
from .joinablecombat import JoinableCombat
from .samengagementzones import SamEngagementZones
from ..gameupdateevents import GameUpdateEvents
if TYPE_CHECKING:
from game import Game
from game.ato import Flight
from .frozencombat import FrozenCombat
class CombatInitiator:
def __init__(
self, game: Game, combats: list[FrozenCombat], events: GameUpdateEvents
) -> None:
self.game = game
self.combats = combats
self.events = events
def update_active_combats(self) -> None:
blue_a2a = AircraftEngagementZones.from_ato(self.game.blue.ato)
red_a2a = AircraftEngagementZones.from_ato(self.game.red.ato)
blue_sam = SamEngagementZones.from_theater(
self.game.theater, player=Player.BLUE
)
red_sam = SamEngagementZones.from_theater(self.game.theater, player=Player.RED)
# Check each vulnerable flight to see if it has initiated combat. If any flight
# initiates combat, a single FrozenCombat will be created for all involved
# flights and the FlightState of each flight will be updated accordingly.
#
# There's some nuance to this behavior. Duplicate combats are avoided because
# InCombat flight states are not considered vulnerable. That means that once an
# aircraft has entered combat it will not be rechecked later in the loop or on
# another tick.
for flight in self.iter_flights():
if flight.state.in_combat:
return
if flight.squadron.player.is_blue:
a2a = red_a2a
own_a2a = blue_a2a
sam = red_sam
else:
a2a = blue_a2a
own_a2a = red_a2a
sam = blue_sam
self.check_flight_for_combat(flight, a2a, own_a2a, sam)
def check_flight_for_combat(
self,
flight: Flight,
a2a: AircraftEngagementZones,
own_a2a: AircraftEngagementZones,
sam: SamEngagementZones,
) -> None:
if (joined := self.check_flight_for_joined_combat(flight)) is not None:
logging.info(f"{flight} is joining existing combat {joined}")
joined.join(flight)
own_a2a.remove_flight(flight)
self.events.update_combat(joined)
elif (combat := self.check_flight_for_new_combat(flight, a2a, sam)) is not None:
logging.info(f"Creating new combat because {combat.because()}")
combat.update_flight_states()
# Remove any preoccupied flights from the list of potential air-to-air
# threats. This prevents BARCAPs (and other air-to-air types) from getting
# involved in multiple combats simultaneously. Additional air-to-air
# aircraft may join existing combats, but they will not create new combats.
a2a.update_for_combat(combat)
own_a2a.update_for_combat(combat)
self.combats.append(combat)
self.events.new_combat(combat)
def check_flight_for_joined_combat(
self, flight: Flight
) -> Optional[JoinableCombat]:
for combat in self.combats:
if isinstance(combat, JoinableCombat) and combat.joinable_by(flight):
return combat
return None
@staticmethod
def check_flight_for_new_combat(
flight: Flight, a2a: AircraftEngagementZones, sam: SamEngagementZones
) -> Optional[FrozenCombat]:
if not flight.state.in_flight:
return None
if flight.state.is_at_ip and not flight.state.avoid_further_combat:
return AtIp(timedelta(minutes=1), flight)
position = flight.state.estimate_position()
if flight.state.vulnerable_to_intercept and a2a.covers(position):
flights = [flight]
flights.extend(a2a.iter_intercepting_flights(position))
return AirCombat(timedelta(minutes=1), flights)
if flight.state.vulnerable_to_sam and sam.covers(position):
return DefendingSam(
timedelta(minutes=1), flight, list(sam.iter_threatening_sams(position))
)
return None
def iter_flights(self) -> Iterator[Flight]:
packages = itertools.chain(
self.game.blue.ato.packages, self.game.red.ato.packages
)
for package in packages:
yield from package.flights