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* Helicopter waypoint altitude configurable Added a new option in Settings: Helicopter waypoint altitude (feet AGL). It sets the waypoint altitude for helicopters in feet AGL. In campaigns in more mountainous areas, you might want to increase this setting to avoid the AI flying into the terrain. * black? * Distinguish cruise/combat altitudes for helicopters Also includes a refactor for WaypointBuilder so it doesn't need a coalition. It can already reference the coalition from the flight. * Update changelog.md --------- Co-authored-by: Raffson <Raffson@users.noreply.github.com>
136 lines
4.4 KiB
Python
136 lines
4.4 KiB
Python
from __future__ import annotations
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from collections.abc import Iterator
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from dataclasses import dataclass
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from datetime import timedelta
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from typing import TYPE_CHECKING, Type
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from game.theater import FrontLine
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from game.utils import Distance, Speed, kph, feet, nautical_miles
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from .ibuilder import IBuilder
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from .invalidobjectivelocation import InvalidObjectiveLocation
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from .patrolling import PatrollingFlightPlan, PatrollingLayout
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from .uizonedisplay import UiZone, UiZoneDisplay
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from .waypointbuilder import WaypointBuilder
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from ..flightwaypointtype import FlightWaypointType
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if TYPE_CHECKING:
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from ..flightwaypoint import FlightWaypoint
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@dataclass
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class CasLayout(PatrollingLayout):
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target: FlightWaypoint
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def iter_waypoints(self) -> Iterator[FlightWaypoint]:
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yield self.departure
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yield from self.nav_to
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yield self.patrol_start
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yield self.target
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yield self.patrol_end
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yield from self.nav_from
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yield self.arrival
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if self.divert is not None:
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yield self.divert
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yield self.bullseye
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class CasFlightPlan(PatrollingFlightPlan[CasLayout], UiZoneDisplay):
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@staticmethod
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def builder_type() -> Type[Builder]:
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return Builder
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@property
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def patrol_duration(self) -> timedelta:
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return self.flight.coalition.doctrine.cas_duration
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@property
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def patrol_speed(self) -> Speed:
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# 2021-08-02: patrol_speed will currently have no effect because
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# CAS doesn't use OrbitAction. But all PatrollingFlightPlan are expected
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# to have patrol_speed
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return kph(0)
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@property
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def engagement_distance(self) -> Distance:
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return nautical_miles(
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self.flight.coalition.game.settings.cas_engagement_range_distance
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)
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@property
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def combat_speed_waypoints(self) -> set[FlightWaypoint]:
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return {self.layout.patrol_start, self.layout.target, self.layout.patrol_end}
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def request_escort_at(self) -> FlightWaypoint | None:
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return self.layout.patrol_start
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def dismiss_escort_at(self) -> FlightWaypoint | None:
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return self.layout.patrol_end
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def ui_zone(self) -> UiZone:
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return UiZone(
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[self.layout.target.position],
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self.engagement_distance,
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)
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class Builder(IBuilder[CasFlightPlan, CasLayout]):
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def layout(self) -> CasLayout:
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location = self.package.target
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if not isinstance(location, FrontLine):
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raise InvalidObjectiveLocation(self.flight.flight_type, location)
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from game.missiongenerator.frontlineconflictdescription import (
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FrontLineConflictDescription,
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)
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bounds = FrontLineConflictDescription.frontline_bounds(
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location, self.theater, self.coalition.game.settings
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)
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ingress = bounds.left_position
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center = bounds.center
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egress = bounds.right_position
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ingress_distance = ingress.distance_to_point(self.flight.departure.position)
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egress_distance = egress.distance_to_point(self.flight.departure.position)
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if egress_distance < ingress_distance:
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ingress, egress = egress, ingress
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builder = WaypointBuilder(self.flight)
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is_helo = self.flight.unit_type.dcs_unit_type.helicopter
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ingress_egress_altitude = (
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self.doctrine.ingress_altitude
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if not is_helo
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else feet(self.coalition.game.settings.heli_combat_alt_agl)
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)
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use_agl_ingress_egress = is_helo
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return CasLayout(
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departure=builder.takeoff(self.flight.departure),
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nav_to=builder.nav_path(
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self.flight.departure.position,
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ingress,
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ingress_egress_altitude,
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use_agl_ingress_egress,
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),
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nav_from=builder.nav_path(
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egress,
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self.flight.arrival.position,
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ingress_egress_altitude,
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use_agl_ingress_egress,
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),
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patrol_start=builder.ingress(
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FlightWaypointType.INGRESS_CAS, ingress, location
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),
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target=builder.cas(center),
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patrol_end=builder.egress(egress, location),
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arrival=builder.land(self.flight.arrival),
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divert=builder.divert(self.flight.divert),
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bullseye=builder.bullseye(),
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)
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def build(self) -> CasFlightPlan:
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return CasFlightPlan(self.flight, self.layout())
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