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https://github.com/dcs-retribution/dcs-retribution.git
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85 lines
2.4 KiB
Python
85 lines
2.4 KiB
Python
from __future__ import annotations
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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.utils import Distance, Speed
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from .inflight import InFlight
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from ..starttype import StartType
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if TYPE_CHECKING:
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from game.sim.combat import FrozenCombat
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from game.sim.gameupdateevents import GameUpdateEvents
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class InCombat(InFlight):
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def __init__(self, previous_state: InFlight, combat: FrozenCombat) -> None:
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super().__init__(
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previous_state.flight,
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previous_state.settings,
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previous_state.waypoint_index,
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)
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self.previous_state = previous_state
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self.combat = combat
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def exit_combat(
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self,
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events: GameUpdateEvents,
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time: datetime,
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elapsed_time: timedelta,
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avoid_further_combat: bool = False,
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) -> None:
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self.flight.set_state(self.previous_state)
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self.previous_state.avoid_further_combat = avoid_further_combat
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self.previous_state.on_game_tick(events, time, elapsed_time)
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@property
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def in_combat(self) -> bool:
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return True
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def estimate_position(self) -> Point:
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return self.previous_state.estimate_position()
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def estimate_altitude(self) -> tuple[Distance, str]:
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return self.previous_state.estimate_altitude()
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def estimate_speed(self) -> Speed:
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return self.previous_state.estimate_speed()
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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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# Combat ticking is handled elsewhere because combat objects may be shared
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# across multiple flights.
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pass
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@property
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def is_at_ip(self) -> bool:
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return False
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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 vulnerable_to_intercept(self) -> bool:
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# Interception results in the interceptor joining the existing combat rather
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# than creating a new combat.
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return False
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@property
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def vulnerable_to_sam(self) -> bool:
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# SAM contact results in the SAM joining the existing combat rather than
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# creating a new combat.
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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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return self.combat.describe()
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