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
135 lines
5.0 KiB
Python
135 lines
5.0 KiB
Python
from __future__ import annotations
|
|
|
|
from abc import ABC, abstractmethod
|
|
from datetime import datetime, timedelta
|
|
from typing import TYPE_CHECKING
|
|
|
|
from dcs import Point
|
|
|
|
from game.ato.flightstate import Completed
|
|
from game.ato.flightstate.flightstate import FlightState
|
|
from game.ato.flightwaypoint import FlightWaypoint
|
|
from game.ato.flightwaypointtype import FlightWaypointType
|
|
from game.ato.starttype import StartType
|
|
from game.utils import Distance, LBS_TO_KG, Speed, pairwise
|
|
from gen.flights.flightplan import LoiterFlightPlan
|
|
|
|
if TYPE_CHECKING:
|
|
from game.ato.flight import Flight
|
|
from game.settings import Settings
|
|
from game.sim.gameupdateevents import GameUpdateEvents
|
|
|
|
|
|
class InFlight(FlightState, ABC):
|
|
def __init__(self, flight: Flight, settings: Settings, waypoint_index: int) -> None:
|
|
super().__init__(flight, settings)
|
|
waypoints = self.flight.flight_plan.waypoints
|
|
self.waypoint_index = waypoint_index
|
|
self.current_waypoint = waypoints[self.waypoint_index]
|
|
# TODO: Error checking for flight plans without landing waypoints.
|
|
self.next_waypoint = waypoints[self.waypoint_index + 1]
|
|
self.total_time_to_next_waypoint = self.travel_time_between_waypoints()
|
|
self.elapsed_time = timedelta()
|
|
|
|
def has_passed_waypoint(self, waypoint: FlightWaypoint) -> bool:
|
|
index = self.flight.flight_plan.waypoints.index(waypoint)
|
|
return index <= self.waypoint_index
|
|
|
|
def travel_time_between_waypoints(self) -> timedelta:
|
|
travel_time = self.flight.flight_plan.travel_time_between_waypoints(
|
|
self.current_waypoint, self.next_waypoint
|
|
)
|
|
if self.current_waypoint.waypoint_type is FlightWaypointType.LOITER:
|
|
# Loiter time is already built into travel_time_between_waypoints. If we're
|
|
# at a loiter point but still a regular InFlight (Loiter overrides this
|
|
# method) that means we're traveling from the loiter point but no longer
|
|
# loitering.
|
|
assert isinstance(self.flight.flight_plan, LoiterFlightPlan)
|
|
travel_time -= self.flight.flight_plan.hold_duration
|
|
return travel_time
|
|
|
|
@abstractmethod
|
|
def estimate_position(self) -> Point:
|
|
...
|
|
|
|
@abstractmethod
|
|
def estimate_altitude(self) -> tuple[Distance, str]:
|
|
...
|
|
|
|
@abstractmethod
|
|
def estimate_speed(self) -> Speed:
|
|
...
|
|
|
|
def estimate_fuel_at_current_waypoint(self) -> float:
|
|
initial_fuel = super().estimate_fuel()
|
|
if self.flight.unit_type.fuel_consumption is None:
|
|
return initial_fuel
|
|
initial_fuel -= self.flight.unit_type.fuel_consumption.taxi * LBS_TO_KG
|
|
waypoints = self.flight.flight_plan.waypoints[: self.waypoint_index + 1]
|
|
for a, b in pairwise(waypoints[:-1]):
|
|
consumption = self.flight.flight_plan.fuel_consumption_between_points(a, b)
|
|
assert consumption is not None
|
|
initial_fuel -= consumption * LBS_TO_KG
|
|
return initial_fuel
|
|
|
|
def next_waypoint_state(self) -> FlightState:
|
|
from .loiter import Loiter
|
|
from .racetrack import RaceTrack
|
|
from .navigating import Navigating
|
|
|
|
new_index = self.waypoint_index + 1
|
|
if self.next_waypoint.waypoint_type is FlightWaypointType.LANDING_POINT:
|
|
return Completed(self.flight, self.settings)
|
|
if self.next_waypoint.waypoint_type is FlightWaypointType.PATROL_TRACK:
|
|
return RaceTrack(self.flight, self.settings, new_index)
|
|
if self.next_waypoint.waypoint_type is FlightWaypointType.LOITER:
|
|
return Loiter(self.flight, self.settings, new_index)
|
|
return Navigating(self.flight, self.settings, new_index)
|
|
|
|
def advance_to_next_waypoint(self) -> None:
|
|
self.flight.set_state(self.next_waypoint_state())
|
|
|
|
def on_game_tick(
|
|
self, events: GameUpdateEvents, time: datetime, duration: timedelta
|
|
) -> None:
|
|
self.elapsed_time += duration
|
|
if self.elapsed_time > self.total_time_to_next_waypoint:
|
|
self.advance_to_next_waypoint()
|
|
|
|
@property
|
|
def is_at_ip(self) -> bool:
|
|
contact_types = {
|
|
FlightWaypointType.INGRESS_BAI,
|
|
FlightWaypointType.INGRESS_CAS,
|
|
FlightWaypointType.INGRESS_DEAD,
|
|
FlightWaypointType.INGRESS_OCA_AIRCRAFT,
|
|
FlightWaypointType.INGRESS_OCA_RUNWAY,
|
|
FlightWaypointType.INGRESS_SEAD,
|
|
FlightWaypointType.INGRESS_STRIKE,
|
|
}
|
|
return self.current_waypoint.waypoint_type in contact_types
|
|
|
|
@property
|
|
def vulnerable_to_intercept(self) -> bool:
|
|
return True
|
|
|
|
@property
|
|
def vulnerable_to_sam(self) -> bool:
|
|
return True
|
|
|
|
@property
|
|
def will_join_air_combat(self) -> bool:
|
|
return self.flight.flight_type.is_air_to_air
|
|
|
|
@property
|
|
def is_waiting_for_start(self) -> bool:
|
|
return False
|
|
|
|
@property
|
|
def spawn_type(self) -> StartType:
|
|
return StartType.IN_FLIGHT
|
|
|
|
@property
|
|
def description(self) -> str:
|
|
return f"Flying to {self.next_waypoint.name}"
|