mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
This is the first step in a larger project to add play/pause buttons to the Liberation UI so the mission can be generated at any point. docs/design/turnless.md describes the plan. This adds an option to fast forward the turn to first contact before generating the mission. None of that is reflected in the UI (for now), but the miz will be generated with many flights in the air. For now "first contact" means as soon as any flight reaches its IP. I'll follow up to add threat checking so that air-to-air combat also triggers this, as will entering a SAM's threat zone. This also includes an option to halt fast-forward whenever a player flight reaches a certain mission-prep phase. This can be used to avoid fast forwarding past the player's startup time, taxi time, or takeoff time. By default this option is disabled so player aircraft may start in the air (possibly even at their IP if they're the first mission to reach IP). Fuel states do not currently account for distance traveled during fast forward. That will come later. https://github.com/dcs-liberation/dcs_liberation/issues/1681
95 lines
3.1 KiB
Python
95 lines
3.1 KiB
Python
from __future__ import annotations
|
|
|
|
import itertools
|
|
import logging
|
|
from collections import Iterator
|
|
from datetime import datetime, timedelta
|
|
|
|
from typing_extensions import TYPE_CHECKING
|
|
|
|
from game.ato import Flight
|
|
from game.ato.flightstate import (
|
|
InFlight,
|
|
StartUp,
|
|
Takeoff,
|
|
Taxi,
|
|
Uninitialized,
|
|
WaitingForStart,
|
|
)
|
|
from game.ato.starttype import StartType
|
|
from gen.flights.traveltime import TotEstimator
|
|
|
|
if TYPE_CHECKING:
|
|
from game import Game
|
|
|
|
|
|
TICK = timedelta(seconds=1)
|
|
|
|
|
|
class AircraftSimulation:
|
|
def __init__(self, game: Game) -> None:
|
|
self.game = game
|
|
self.time = self.game.conditions.start_time
|
|
|
|
def run(self) -> None:
|
|
self.reset()
|
|
self.set_initial_flight_states()
|
|
if self.game.settings.fast_forward_to_first_contact:
|
|
self.simulate_until_first_contact()
|
|
logging.info(f"Mission simulation completed at {self.time}")
|
|
|
|
def simulate_until_first_contact(self) -> None:
|
|
while True:
|
|
self.time += TICK
|
|
if self.tick():
|
|
return
|
|
|
|
def tick(self) -> bool:
|
|
interrupt_sim = False
|
|
for flight in self.iter_flights():
|
|
if flight.on_game_tick(self.time, TICK):
|
|
interrupt_sim = True
|
|
|
|
# TODO: Check for SAM or A2A contact.
|
|
# Generate an engagement poly for all active air-to-air aircraft per-coalition
|
|
# and compare those against aircraft positions. If any aircraft intersects an
|
|
# enemy air-threat region, generate the mission. Also check against enemy SAM
|
|
# zones.
|
|
return interrupt_sim
|
|
|
|
def set_initial_flight_states(self) -> None:
|
|
now = self.game.conditions.start_time
|
|
for flight in self.iter_flights():
|
|
estimator = TotEstimator(flight.package)
|
|
start_time = estimator.mission_start_time(flight)
|
|
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(InFlight(flight, self.game.settings))
|
|
else:
|
|
raise ValueError(f"Unknown start type {flight.start_type} for {flight}")
|
|
|
|
def reset(self) -> None:
|
|
self.time = self.game.conditions.start_time
|
|
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
|