mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Rather than polling at 60Hz (which may be faster than the tick rate, wasting cycles; and also makes synchronization annoying), collect events during the tick and emit them after (rate limited, pooling events until it is time for another event to send). This can be improved by paying attention to the aircraft update list, which would allow us to avoid updating aircraft that don't have a status change. To do that we need to be able to quickly lookup a FlightJs matching a Flight through, and Flight isn't hashable. We should also be removing dead events and de-duplicating. Currently each flight has an update for every tick, but only the latest one matters. Combat update events also don't matter if the same combat is new in the update. https://github.com/dcs-liberation/dcs_liberation/issues/1680
71 lines
1.9 KiB
Python
71 lines
1.9 KiB
Python
from __future__ import annotations
|
|
|
|
from datetime import datetime, timedelta
|
|
from typing import TYPE_CHECKING
|
|
|
|
from dcs import Point
|
|
|
|
from game.utils import Distance, Speed
|
|
from .inflight import InFlight
|
|
from ..starttype import StartType
|
|
|
|
if TYPE_CHECKING:
|
|
from game.sim.combat import FrozenCombat
|
|
from game.sim.gameupdateevents import GameUpdateEvents
|
|
|
|
|
|
class InCombat(InFlight):
|
|
def __init__(self, previous_state: InFlight, combat: FrozenCombat) -> None:
|
|
super().__init__(
|
|
previous_state.flight,
|
|
previous_state.settings,
|
|
previous_state.waypoint_index,
|
|
)
|
|
self.previous_state = previous_state
|
|
self.combat = combat
|
|
|
|
def estimate_position(self) -> Point:
|
|
return self.previous_state.estimate_position()
|
|
|
|
def estimate_altitude(self) -> tuple[Distance, str]:
|
|
return self.previous_state.estimate_altitude()
|
|
|
|
def estimate_speed(self) -> Speed:
|
|
return self.previous_state.estimate_speed()
|
|
|
|
def on_game_tick(
|
|
self, events: GameUpdateEvents, time: datetime, duration: timedelta
|
|
) -> None:
|
|
raise RuntimeError("Cannot simulate combat")
|
|
|
|
@property
|
|
def is_at_ip(self) -> bool:
|
|
return False
|
|
|
|
@property
|
|
def is_waiting_for_start(self) -> bool:
|
|
return False
|
|
|
|
def should_halt_sim(self) -> bool:
|
|
return True
|
|
|
|
@property
|
|
def vulnerable_to_intercept(self) -> bool:
|
|
# Interception results in the interceptor joining the existing combat rather
|
|
# than creating a new combat.
|
|
return False
|
|
|
|
@property
|
|
def vulnerable_to_sam(self) -> bool:
|
|
# SAM contact results in the SAM joining the existing combat rather than
|
|
# creating a new combat.
|
|
return False
|
|
|
|
@property
|
|
def spawn_type(self) -> StartType:
|
|
return StartType.IN_FLIGHT
|
|
|
|
@property
|
|
def description(self) -> str:
|
|
return self.combat.describe()
|