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There's an ugly special case in flight simulation to handle hold points because we don't differentiate between the total time between two waypoints (which can include delays from actions like holding) and travel time. Split those up and remove the special case.
163 lines
5.9 KiB
Python
163 lines
5.9 KiB
Python
from __future__ import annotations
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from abc import ABC, abstractmethod
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from datetime import datetime, timedelta
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from typing import TYPE_CHECKING
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from dcs import Point
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from game.ato.flightstate import Completed
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from game.ato.flightstate.flightstate import FlightState
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from game.ato.flightwaypoint import FlightWaypoint
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from game.ato.flightwaypointtype import FlightWaypointType
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from game.ato.starttype import StartType
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from game.utils import Distance, LBS_TO_KG, Speed, pairwise
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if TYPE_CHECKING:
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from game.ato.flight import Flight
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from game.settings import Settings
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from game.sim.gameupdateevents import GameUpdateEvents
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class InFlight(FlightState, ABC):
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def __init__(
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self,
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flight: Flight,
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settings: Settings,
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waypoint_index: int,
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has_aborted: bool = False,
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) -> None:
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super().__init__(flight, settings)
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waypoints = self.flight.flight_plan.waypoints
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self.waypoint_index = waypoint_index
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self.has_aborted = has_aborted
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self.current_waypoint = waypoints[self.waypoint_index]
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# TODO: Error checking for flight plans without landing waypoints.
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self.next_waypoint = waypoints[self.waypoint_index + 1]
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self.total_time_to_next_waypoint = self.travel_time_between_waypoints()
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self.elapsed_time = timedelta()
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self.current_waypoint_elapsed = False
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@property
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def cancelable(self) -> bool:
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return False
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@property
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def in_flight(self) -> bool:
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return True
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def has_passed_waypoint(self, waypoint: FlightWaypoint) -> bool:
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index = self.flight.flight_plan.waypoints.index(waypoint)
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return index <= self.waypoint_index
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def travel_time_between_waypoints(self) -> timedelta:
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return self.flight.flight_plan.travel_time_between_waypoints(
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self.current_waypoint, self.next_waypoint
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)
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@abstractmethod
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def estimate_position(self) -> Point:
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...
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@abstractmethod
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def estimate_altitude(self) -> tuple[Distance, str]:
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...
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@abstractmethod
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def estimate_speed(self) -> Speed:
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...
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def estimate_fuel_at_current_waypoint(self) -> float:
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initial_fuel = super().estimate_fuel()
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if self.flight.unit_type.fuel_consumption is None:
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return initial_fuel
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initial_fuel -= self.flight.unit_type.fuel_consumption.taxi * LBS_TO_KG
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waypoints = self.flight.flight_plan.waypoints[: self.waypoint_index + 1]
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for a, b in pairwise(waypoints[:-1]):
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consumption = self.flight.flight_plan.fuel_consumption_between_points(a, b)
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assert consumption is not None
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initial_fuel -= consumption * LBS_TO_KG
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return initial_fuel
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def next_waypoint_state(self) -> FlightState:
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from .loiter import Loiter
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from .racetrack import RaceTrack
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from .navigating import Navigating
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new_index = self.waypoint_index + 1
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if self.next_waypoint.waypoint_type is FlightWaypointType.LANDING_POINT:
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return Completed(self.flight, self.settings)
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if self.next_waypoint.waypoint_type is FlightWaypointType.PATROL_TRACK:
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return RaceTrack(self.flight, self.settings, new_index)
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if self.next_waypoint.waypoint_type is FlightWaypointType.LOITER:
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return Loiter(self.flight, self.settings, new_index)
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return Navigating(self.flight, self.settings, new_index)
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def advance_to_next_waypoint(self) -> FlightState:
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new_state = self.next_waypoint_state()
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self.flight.set_state(new_state)
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self.current_waypoint_elapsed = True
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return new_state
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def on_game_tick(
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self, events: GameUpdateEvents, time: datetime, duration: timedelta
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) -> None:
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self.elapsed_time += duration
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if self.elapsed_time > self.total_time_to_next_waypoint:
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new_state = self.advance_to_next_waypoint()
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# Roll over any extra time to the next state. We don't need to loop here
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# even if we've passed more than one waypoint because the new state will do
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# the same. There is a small gap here where we only do that for other *in
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# flight* states. We don't need to tick combat states (combat is ticked
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# separately) or completed states at all, so the only states that might be
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# under-ticked are the pre-takeoff states, where it's not really that
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# critical if we under-simulate them by the tick period or less. The tick
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# period at time of writing is one second. Not enough to throw off ground
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# ops, but at 600 knots we'd be getting the position wrong by up to 1000
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# feet.
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rollover = self.elapsed_time - self.total_time_to_next_waypoint
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new_state.on_game_tick(events, time, rollover)
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@property
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def is_at_ip(self) -> bool:
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contact_types = {
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FlightWaypointType.INGRESS_BAI,
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FlightWaypointType.INGRESS_CAS,
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FlightWaypointType.INGRESS_DEAD,
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FlightWaypointType.INGRESS_OCA_AIRCRAFT,
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FlightWaypointType.INGRESS_OCA_RUNWAY,
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FlightWaypointType.INGRESS_SEAD,
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FlightWaypointType.INGRESS_STRIKE,
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FlightWaypointType.INGRESS_AIR_ASSAULT,
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}
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return self.current_waypoint.waypoint_type in contact_types
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@property
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def vulnerable_to_intercept(self) -> bool:
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return True
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@property
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def vulnerable_to_sam(self) -> bool:
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return True
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@property
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def will_join_air_combat(self) -> bool:
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return self.flight.flight_type.is_air_to_air
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@property
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def is_waiting_for_start(self) -> bool:
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return False
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@property
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def spawn_type(self) -> StartType:
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return StartType.IN_FLIGHT
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@property
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def description(self) -> str:
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if self.has_aborted:
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abort = "(Aborted) "
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else:
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abort = ""
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return f"{abort}Flying to {self.next_waypoint.name}"
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