dcs-retribution/game/sim/aircraftsimulation.py
Dan Albert 4eadce7563
Simplify flight startup time calls.
We can always estimate a startup time now. Remove the nullability from
the result, cleanup the callsites, and eliminate
TotEstimator.mission_start_time since it no longer does anything useful.
2022-09-03 19:13:22 +02:00

106 lines
3.6 KiB
Python

from __future__ import annotations
import itertools
import logging
from collections.abc import Iterator
from datetime import datetime, timedelta
from typing_extensions import TYPE_CHECKING
from game.ato.flightstate import (
Navigating,
StartUp,
Takeoff,
Taxi,
Uninitialized,
WaitingForStart,
)
from game.ato.starttype import StartType
from .combat import CombatInitiator, FrozenCombat
from .simulationresults import SimulationResults
if TYPE_CHECKING:
from game import Game
from game.ato import Flight
from .gameupdateevents import GameUpdateEvents
class AircraftSimulation:
def __init__(self, game: Game) -> None:
self.game = game
self.combats: list[FrozenCombat] = []
self.results = SimulationResults()
def begin_simulation(self) -> None:
self.reset()
self.set_initial_flight_states()
def on_game_tick(
self, events: GameUpdateEvents, time: datetime, duration: timedelta
) -> None:
if not self.game.settings.auto_resolve_combat and self.combats:
logging.error(
"Cannot resume simulation because aircraft are in combat and "
"auto-resolve is disabled"
)
events.complete_simulation()
return
still_active = []
for combat in self.combats:
if combat.on_game_tick(time, duration, self.results, events):
events.end_combat(combat)
else:
still_active.append(combat)
self.combats = still_active
for flight in self.iter_flights():
flight.on_game_tick(events, time, duration)
# Finish updating all flights before checking for combat so that the new
# positions are used.
CombatInitiator(self.game, self.combats, events).update_active_combats()
# After updating all combat states, check for halts.
for flight in self.iter_flights():
if flight.should_halt_sim():
events.complete_simulation()
return
if not self.game.settings.auto_resolve_combat and self.combats:
events.complete_simulation()
def set_initial_flight_states(self) -> None:
now = self.game.conditions.start_time
for flight in self.iter_flights():
start_time = flight.flight_plan.startup_time()
if start_time <= timedelta():
self.set_active_flight_state(flight, now)
else:
flight.set_state(
WaitingForStart(flight, self.game.settings, now + start_time)
)
def set_active_flight_state(self, flight: Flight, now: datetime) -> None:
if flight.start_type is StartType.COLD:
flight.set_state(StartUp(flight, self.game.settings, now))
elif flight.start_type is StartType.WARM:
flight.set_state(Taxi(flight, self.game.settings, now))
elif flight.start_type is StartType.RUNWAY:
flight.set_state(Takeoff(flight, self.game.settings, now))
elif flight.start_type is StartType.IN_FLIGHT:
flight.set_state(Navigating(flight, self.game.settings, waypoint_index=0))
else:
raise ValueError(f"Unknown start type {flight.start_type} for {flight}")
def reset(self) -> None:
for flight in self.iter_flights():
flight.set_state(Uninitialized(flight, self.game.settings))
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