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The next step in splitting up the layout and scheduling phases. This facilitates splitting flights into two classes where one has a full flight plan, but one used in the earlier phases of planning has only a layout. Layout-only flights won't need TOTs, which will make them much easier to work with once we've migrated TOTs from timedeltas to datetimes. Layout-only flights of course aren't actually usable, but it lets us avoid dealing with the current sim time until we're certain the Flight will even survive planning. I'm not actually sure if we'll be able to split the two phases any more, but this ends up being a nice cleanup anyway.
250 lines
8.6 KiB
Python
250 lines
8.6 KiB
Python
from __future__ import annotations
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import uuid
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from datetime import datetime, timedelta
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from typing import Any, List, Optional, TYPE_CHECKING
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from dcs import Point
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from dcs.planes import C_101CC, C_101EB, Su_33
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from .flightroster import FlightRoster
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from .flightstate import FlightState, Navigating, Uninitialized
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from .flightstate.killed import Killed
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from .loadouts import Loadout
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from ..sidc import (
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Entity,
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SidcDescribable,
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StandardIdentity,
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Status,
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SymbolSet,
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)
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if TYPE_CHECKING:
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from game.dcs.aircrafttype import AircraftType
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from game.sim.gameupdateevents import GameUpdateEvents
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from game.sim.simulationresults import SimulationResults
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from game.squadrons import Squadron, Pilot
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from game.theater import ControlPoint
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from game.transfers import TransferOrder
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from .flightplans.flightplan import FlightPlan
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from .flighttype import FlightType
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from .flightwaypoint import FlightWaypoint
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from .package import Package
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from .starttype import StartType
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class Flight(SidcDescribable):
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def __init__(
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self,
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package: Package,
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country: str,
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squadron: Squadron,
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count: int,
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flight_type: FlightType,
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start_type: StartType,
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divert: Optional[ControlPoint],
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custom_name: Optional[str] = None,
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cargo: Optional[TransferOrder] = None,
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roster: Optional[FlightRoster] = None,
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) -> None:
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self.id = uuid.uuid4()
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self.package = package
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self.country = country
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self.coalition = squadron.coalition
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self.squadron = squadron
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self.squadron.claim_inventory(count)
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if roster is None:
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self.roster = FlightRoster(self.squadron, initial_size=count)
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else:
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self.roster = roster
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self.divert = divert
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self.flight_type = flight_type
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self.loadout = Loadout.default_for(self)
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self.start_type = start_type
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self.use_custom_loadout = False
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self.custom_name = custom_name
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# Only used by transport missions.
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self.cargo = cargo
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# Flight properties that can be set in the mission editor. This is used for
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# things like HMD selection, ripple quantity, etc. Any values set here will take
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# the place of the defaults defined by DCS.
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#
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# This is a part of the Flight rather than the Loadout because DCS does not
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# associate these choices with the loadout, and we don't want to reset these
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# options when players switch loadouts.
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self.props: dict[str, Any] = {}
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# Used for simulating the travel to first contact.
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self.state: FlightState = Uninitialized(self, squadron.settings)
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# Will be replaced with a more appropriate FlightPlan later, but start with a
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# cheaply constructed one since adding more flights to the package may affect
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# the optimal layout.
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from .flightplans.flightplanbuildertypes import FlightPlanBuilderTypes
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self._flight_plan_builder = FlightPlanBuilderTypes.for_flight(self)(self)
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@property
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def flight_plan(self) -> FlightPlan[Any]:
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return self._flight_plan_builder.get_or_build()
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def __getstate__(self) -> dict[str, Any]:
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state = self.__dict__.copy()
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# Avoid persisting the flight state since that's not (currently) used outside
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# mission generation. This is a bit of a hack for the moment and in the future
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# we will need to persist the flight state, but for now keep it out of save
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# compat (it also contains a generator that cannot be pickled).
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del state["state"]
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return state
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def __setstate__(self, state: dict[str, Any]) -> None:
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state["state"] = Uninitialized(self, state["squadron"].settings)
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self.__dict__.update(state)
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@property
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def blue(self) -> bool:
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return self.squadron.player
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@property
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def standard_identity(self) -> StandardIdentity:
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return StandardIdentity.FRIEND if self.blue else StandardIdentity.HOSTILE_FAKER
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@property
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def sidc_status(self) -> Status:
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return Status.PRESENT if self.alive else Status.PRESENT_DESTROYED
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@property
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def symbol_set_and_entity(self) -> tuple[SymbolSet, Entity]:
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return SymbolSet.AIR, self.flight_type.entity_type
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@property
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def departure(self) -> ControlPoint:
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return self.squadron.location
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@property
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def arrival(self) -> ControlPoint:
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return self.squadron.arrival
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@property
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def count(self) -> int:
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return self.roster.max_size
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@property
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def client_count(self) -> int:
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return self.roster.player_count
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@property
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def unit_type(self) -> AircraftType:
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return self.squadron.aircraft
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@property
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def is_helo(self) -> bool:
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return self.unit_type.dcs_unit_type.helicopter
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@property
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def from_cp(self) -> ControlPoint:
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return self.departure
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@property
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def points(self) -> List[FlightWaypoint]:
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return self.flight_plan.waypoints[1:]
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def position(self) -> Point:
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return self.state.estimate_position()
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def resize(self, new_size: int) -> None:
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self.squadron.claim_inventory(new_size - self.count)
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self.roster.resize(new_size)
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def set_pilot(self, index: int, pilot: Optional[Pilot]) -> None:
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self.roster.set_pilot(index, pilot)
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@property
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def missing_pilots(self) -> int:
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return self.roster.missing_pilots
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def return_pilots_and_aircraft(self) -> None:
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self.roster.clear()
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self.squadron.claim_inventory(-self.count)
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def max_takeoff_fuel(self) -> Optional[float]:
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# Special case so Su 33 and C101 can take off
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unit_type = self.unit_type.dcs_unit_type
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if unit_type == Su_33:
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if self.flight_type.is_air_to_air:
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return Su_33.fuel_max / 2.2
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else:
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return Su_33.fuel_max * 0.8
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elif unit_type in {C_101EB, C_101CC}:
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return unit_type.fuel_max * 0.5
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return None
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def __repr__(self) -> str:
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if self.custom_name:
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return f"{self.custom_name} {self.count} x {self.unit_type}"
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return f"[{self.flight_type}] {self.count} x {self.unit_type}"
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def __str__(self) -> str:
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if self.custom_name:
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return f"{self.custom_name} {self.count} x {self.unit_type}"
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return f"[{self.flight_type}] {self.count} x {self.unit_type}"
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def abort(self) -> None:
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from .flightplans.rtb import RtbFlightPlan
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self._flight_plan_builder = RtbFlightPlan.builder_type()(self)
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plan = self._flight_plan_builder.get_or_build()
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self.set_state(
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Navigating(
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self,
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self.squadron.settings,
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plan.abort_index,
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has_aborted=True,
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)
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)
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def set_state(self, state: FlightState) -> None:
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self.state = 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.state.on_game_tick(events, time, duration)
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def should_halt_sim(self) -> bool:
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return self.state.should_halt_sim()
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@property
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def alive(self) -> bool:
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return self.state.alive
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def kill(self, results: SimulationResults, events: GameUpdateEvents) -> None:
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# This is a bit messy while we're in transition from turn-based to turnless
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# because we want the simulation to have minimal impact on the save game while
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# turns exist so that loading a game is essentially a way to reset the
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# simulation to the start of the turn. As such, we don't actually want to mark
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# pilots killed or reduce squadron aircraft availability, but we do still need
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# the UI to reflect that aircraft were lost and avoid generating those flights
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# when the mission is generated.
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#
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# For now we do this by logging the kill in the SimulationResults, which is
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# similar to the Debriefing. We also set the flight's state to Killed, which
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# will prevent it from being spawned in the mission and updates the SIDC.
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# This does leave an opportunity for players to cheat since the UI won't stop
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# them from cancelling a dead flight, returning the aircraft to the pool. Not a
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# big deal for now.
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# TODO: Support partial kills.
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self.set_state(
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Killed(self.state.estimate_position(), self, self.squadron.settings)
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)
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events.update_flight(self)
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for pilot in self.roster.pilots:
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if pilot is not None:
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results.kill_pilot(self, pilot)
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def recreate_flight_plan(self) -> None:
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self._flight_plan_builder.regenerate()
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