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Putting the ingress point directly on one end of the FLOT means that AI flights won't start searching and engaging targets until they reach that point. If the front line has advanced toward the flight's departure airfield, it might overfly targets on its way to the IP. Instead, place an IP for CAS the same way we place any other IP. The AI will fly to that and start searching from there. This also: * Removes the midpoint waypoint, since it didn't serve any real purpose * Names the FLOT boundary waypoints for what they actually are Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2231.
122 lines
4.2 KiB
Python
122 lines
4.2 KiB
Python
from __future__ import annotations
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from datetime import timedelta
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from typing import Type
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from .airassault import AirAssaultLayout
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from .airlift import AirliftLayout
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from .formationattack import (
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FormationAttackBuilder,
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FormationAttackFlightPlan,
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FormationAttackLayout,
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)
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from .waypointbuilder import WaypointBuilder
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from .. import FlightType
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from ..traveltime import TravelTime, GroundSpeed
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from ...utils import feet
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class EscortFlightPlan(FormationAttackFlightPlan):
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@property
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def push_time(self) -> timedelta:
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hold2join_time = (
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TravelTime.between_points(
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self.layout.hold.position,
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self.layout.join.position,
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GroundSpeed.for_flight(self.flight, self.layout.hold.alt),
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)
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if self.layout.hold is not None
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else timedelta(0)
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)
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return self.join_time - hold2join_time
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@staticmethod
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def builder_type() -> Type[Builder]:
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return Builder
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class Builder(FormationAttackBuilder[EscortFlightPlan, FormationAttackLayout]):
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def layout(self) -> FormationAttackLayout:
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assert self.package.waypoints is not None
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builder = WaypointBuilder(self.flight)
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ingress, target = builder.escort(
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self.package.waypoints.ingress, self.package.target
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)
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ingress.only_for_player = True
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target.only_for_player = True
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hold = None
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if not self.primary_flight_is_air_assault:
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hold = builder.hold(self._hold_point())
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elif self.package.primary_flight is not None:
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fp = self.package.primary_flight.flight_plan
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assert isinstance(fp.layout, AirAssaultLayout)
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assert fp.layout.pickup is not None
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hold = builder.hold(fp.layout.pickup.position)
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join = builder.join(self.package.waypoints.join)
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split = builder.split(self.package.waypoints.split)
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ingress_alt = self.doctrine.ingress_altitude
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is_helo = builder.flight.is_helo
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heli_alt = feet(self.coalition.game.settings.heli_combat_alt_agl)
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initial = builder.escort_hold(
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target.position if is_helo else self.package.waypoints.initial,
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min(heli_alt, ingress_alt) if is_helo else ingress_alt,
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)
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pf = self.package.primary_flight
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if pf and pf.flight_type in [FlightType.AIR_ASSAULT, FlightType.TRANSPORT]:
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layout = pf.flight_plan.layout
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assert isinstance(layout, AirAssaultLayout) or isinstance(
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layout, AirliftLayout
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)
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if isinstance(layout, AirliftLayout):
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join = builder.join(layout.departure.position)
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else:
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join = builder.join(layout.ingress.position)
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if layout.pickup:
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join = builder.join(layout.pickup.position)
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split = builder.split(layout.arrival.position)
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if layout.drop_off:
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initial = builder.escort_hold(
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layout.drop_off.position,
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min(feet(200), ingress_alt)
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if builder.flight.is_helo
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else ingress_alt,
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)
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refuel = self._build_refuel(builder)
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departure = builder.takeoff(self.flight.departure)
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nav_to = builder.nav_path(
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hold.position if hold else departure.position,
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join.position,
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self.doctrine.ingress_altitude,
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)
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nav_from = builder.nav_path(
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refuel.position if refuel else split.position,
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self.flight.arrival.position,
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self.doctrine.ingress_altitude,
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)
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return FormationAttackLayout(
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departure=departure,
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hold=hold,
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nav_to=nav_to,
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join=join,
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ingress=ingress,
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initial=initial,
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targets=[target],
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split=split,
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refuel=refuel,
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nav_from=nav_from,
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arrival=builder.land(self.flight.arrival),
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divert=builder.divert(self.flight.divert),
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bullseye=builder.bullseye(),
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)
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def build(self, dump_debug_info: bool = False) -> EscortFlightPlan:
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return EscortFlightPlan(self.flight, self.layout())
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