RndName b49562f4bc
Airlift & AirAssault updates from Liberation
Cleanup and reword refuel waypoints

- rename Stopover back to CargoStop
- precise some waypoint naming

Cleanup and refine airlift and airassault waypoints

- Drop Off and Pickup now correctly worded
- Helo waypoints now represent LandingZones for pickup and dropoff

Forbid planes from air assault.

Make air assault drop-off non-optional.

There is always a drop-off location for troops.

Add docs explaining what the assault area is.

Add error handling for cargo drop waypoints.

Document some airlift waypoint behavior.

Remove unnecessary refuel waypoint in airlifts.

Remove CTLD logic from Airlift flightplan for AI

Add Ingress Point to AirAssault FlightPlan

Add simulation halt at AirAssault ingress

Remove AirAssault completly from AutoPlanner

Remove unneeded LandRefuel from Airlift

Clarify cargo waypoints for AirLift and AirAssault
2022-11-20 16:06:59 +01:00

171 lines
6.4 KiB
Python

from __future__ import annotations
from abc import ABC, abstractmethod
from datetime import datetime, timedelta
from typing import TYPE_CHECKING
from dcs import Point
from game.ato.flightstate import Completed
from game.ato.flightstate.flightstate import FlightState
from game.ato.flightwaypoint import FlightWaypoint
from game.ato.flightwaypointtype import FlightWaypointType
from game.ato.starttype import StartType
from game.utils import Distance, LBS_TO_KG, Speed, pairwise
if TYPE_CHECKING:
from game.ato.flight import Flight
from game.settings import Settings
from game.sim.gameupdateevents import GameUpdateEvents
class InFlight(FlightState, ABC):
def __init__(
self,
flight: Flight,
settings: Settings,
waypoint_index: int,
has_aborted: bool = False,
) -> None:
super().__init__(flight, settings)
waypoints = self.flight.flight_plan.waypoints
self.waypoint_index = waypoint_index
self.has_aborted = has_aborted
self.current_waypoint = waypoints[self.waypoint_index]
# TODO: Error checking for flight plans without landing waypoints.
self.next_waypoint = waypoints[self.waypoint_index + 1]
self.total_time_to_next_waypoint = self.travel_time_between_waypoints()
self.elapsed_time = timedelta()
self.current_waypoint_elapsed = False
@property
def cancelable(self) -> bool:
return False
@property
def in_flight(self) -> bool:
return True
def has_passed_waypoint(self, waypoint: FlightWaypoint) -> bool:
index = self.flight.flight_plan.waypoints.index(waypoint)
return index <= self.waypoint_index
def travel_time_between_waypoints(self) -> timedelta:
travel_time = self.flight.flight_plan.travel_time_between_waypoints(
self.current_waypoint, self.next_waypoint
)
if self.current_waypoint.waypoint_type is FlightWaypointType.LOITER:
# Loiter time is already built into travel_time_between_waypoints. If we're
# at a loiter point but still a regular InFlight (Loiter overrides this
# method) that means we're traveling from the loiter point but no longer
# loitering.
assert self.flight.flight_plan.is_loiter(self.flight.flight_plan)
travel_time -= self.flight.flight_plan.hold_duration
return travel_time
@abstractmethod
def estimate_position(self) -> Point:
...
@abstractmethod
def estimate_altitude(self) -> tuple[Distance, str]:
...
@abstractmethod
def estimate_speed(self) -> Speed:
...
def estimate_fuel_at_current_waypoint(self) -> float:
initial_fuel = super().estimate_fuel()
if self.flight.unit_type.fuel_consumption is None:
return initial_fuel
initial_fuel -= self.flight.unit_type.fuel_consumption.taxi * LBS_TO_KG
waypoints = self.flight.flight_plan.waypoints[: self.waypoint_index + 1]
for a, b in pairwise(waypoints[:-1]):
consumption = self.flight.flight_plan.fuel_consumption_between_points(a, b)
assert consumption is not None
initial_fuel -= consumption * LBS_TO_KG
return initial_fuel
def next_waypoint_state(self) -> FlightState:
from .loiter import Loiter
from .racetrack import RaceTrack
from .navigating import Navigating
new_index = self.waypoint_index + 1
if self.next_waypoint.waypoint_type is FlightWaypointType.LANDING_POINT:
return Completed(self.flight, self.settings)
if self.next_waypoint.waypoint_type is FlightWaypointType.PATROL_TRACK:
return RaceTrack(self.flight, self.settings, new_index)
if self.next_waypoint.waypoint_type is FlightWaypointType.LOITER:
return Loiter(self.flight, self.settings, new_index)
return Navigating(self.flight, self.settings, new_index)
def advance_to_next_waypoint(self) -> FlightState:
new_state = self.next_waypoint_state()
self.flight.set_state(new_state)
self.current_waypoint_elapsed = True
return new_state
def on_game_tick(
self, events: GameUpdateEvents, time: datetime, duration: timedelta
) -> None:
self.elapsed_time += duration
if self.elapsed_time > self.total_time_to_next_waypoint:
new_state = self.advance_to_next_waypoint()
# Roll over any extra time to the next state. We don't need to loop here
# even if we've passed more than one waypoint because the new state will do
# the same. There is a small gap here where we only do that for other *in
# flight* states. We don't need to tick combat states (combat is ticked
# separately) or completed states at all, so the only states that might be
# under-ticked are the pre-takeoff states, where it's not really that
# critical if we under-simulate them by the tick period or less. The tick
# period at time of writing is one second. Not enough to throw off ground
# ops, but at 600 knots we'd be getting the position wrong by up to 1000
# feet.
rollover = self.elapsed_time - self.total_time_to_next_waypoint
new_state.on_game_tick(events, time, rollover)
@property
def is_at_ip(self) -> bool:
contact_types = {
FlightWaypointType.INGRESS_BAI,
FlightWaypointType.INGRESS_CAS,
FlightWaypointType.INGRESS_DEAD,
FlightWaypointType.INGRESS_OCA_AIRCRAFT,
FlightWaypointType.INGRESS_OCA_RUNWAY,
FlightWaypointType.INGRESS_SEAD,
FlightWaypointType.INGRESS_STRIKE,
FlightWaypointType.INGRESS_AIR_ASSAULT,
}
return self.current_waypoint.waypoint_type in contact_types
@property
def vulnerable_to_intercept(self) -> bool:
return True
@property
def vulnerable_to_sam(self) -> bool:
return True
@property
def will_join_air_combat(self) -> bool:
return self.flight.flight_type.is_air_to_air
@property
def is_waiting_for_start(self) -> bool:
return False
@property
def spawn_type(self) -> StartType:
return StartType.IN_FLIGHT
@property
def description(self) -> str:
if self.has_aborted:
abort = "(Aborted) "
else:
abort = ""
return f"{abort}Flying to {self.next_waypoint.name}"