dcs-retribution/game/sim/aircraftsimulation.py

96 lines
3.2 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():
flight.on_game_tick(self.time, TICK)
if flight.should_halt_sim():
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