mirror of
https://github.com/dcs-retribution/dcs-retribution.git
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86 lines
2.9 KiB
Python
86 lines
2.9 KiB
Python
from __future__ import annotations
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import itertools
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from collections.abc import Iterator
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from datetime import datetime, timedelta
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from typing_extensions import TYPE_CHECKING
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from game.ato import Flight
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from game.ato.flightstate import (
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Navigating,
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StartUp,
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Takeoff,
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Taxi,
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Uninitialized,
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WaitingForStart,
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)
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from game.ato.starttype import StartType
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from game.ato.traveltime import TotEstimator
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from .combat import CombatInitiator, FrozenCombat
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if TYPE_CHECKING:
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from game import Game
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from .gameupdateevents import GameUpdateEvents
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class AircraftSimulation:
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def __init__(self, game: Game) -> None:
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self.game = game
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self.combats: list[FrozenCombat] = []
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def begin_simulation(self) -> None:
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self.reset()
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self.set_initial_flight_states()
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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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for flight in self.iter_flights():
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flight.on_game_tick(events, time, duration)
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# Finish updating all flights before checking for combat so that the new
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# positions are used.
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CombatInitiator(self.game, self.combats, events).update_active_combats()
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# After updating all combat states, check for halts.
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for flight in self.iter_flights():
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if flight.should_halt_sim():
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events.complete_simulation()
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return
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def set_initial_flight_states(self) -> None:
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now = self.game.conditions.start_time
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for flight in self.iter_flights():
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estimator = TotEstimator(flight.package)
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start_time = estimator.mission_start_time(flight)
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if start_time <= timedelta():
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self.set_active_flight_state(flight, now)
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else:
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flight.set_state(
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WaitingForStart(flight, self.game.settings, now + start_time)
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)
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def set_active_flight_state(self, flight: Flight, now: datetime) -> None:
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if flight.start_type is StartType.COLD:
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flight.set_state(StartUp(flight, self.game.settings, now))
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elif flight.start_type is StartType.WARM:
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flight.set_state(Taxi(flight, self.game.settings, now))
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elif flight.start_type is StartType.RUNWAY:
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flight.set_state(Takeoff(flight, self.game.settings, now))
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elif flight.start_type is StartType.IN_FLIGHT:
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flight.set_state(Navigating(flight, self.game.settings, waypoint_index=0))
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else:
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raise ValueError(f"Unknown start type {flight.start_type} for {flight}")
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def reset(self) -> None:
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for flight in self.iter_flights():
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flight.set_state(Uninitialized(flight, self.game.settings))
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def iter_flights(self) -> Iterator[Flight]:
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packages = itertools.chain(
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self.game.blue.ato.packages, self.game.red.ato.packages
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)
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for package in packages:
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yield from package.flights
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