149 lines
5.6 KiB
Python

from __future__ import annotations
import logging
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, Speed, meters
from gen.flights.flightplan import LoiterFlightPlan
if TYPE_CHECKING:
from game.ato.flight import Flight
from game.settings import Settings
from game.sim.aircraftengagementzones import AircraftEngagementZones
def lerp(v0: float, v1: float, t: float) -> float:
return (1 - t) * v0 + t * v1
class InFlight(FlightState):
def __init__(self, flight: Flight, settings: Settings, waypoint_index: int) -> None:
super().__init__(flight, settings)
waypoints = self.flight.flight_plan.waypoints
self.waypoint_index = waypoint_index
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()
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 isinstance(self.flight.flight_plan, LoiterFlightPlan)
travel_time -= self.flight.flight_plan.hold_duration
return travel_time
def progress(self) -> float:
return (
self.elapsed_time.total_seconds()
/ self.total_time_to_next_waypoint.total_seconds()
)
def estimate_position(self) -> Point:
x0 = self.current_waypoint.position.x
y0 = self.current_waypoint.position.y
x1 = self.next_waypoint.position.x
y1 = self.next_waypoint.position.y
progress = self.progress()
return Point(lerp(x0, x1, progress), lerp(y0, y1, progress))
def estimate_altitude(self) -> tuple[Distance, str]:
return (
meters(
lerp(
self.current_waypoint.alt.meters,
self.next_waypoint.alt.meters,
self.progress(),
)
),
self.current_waypoint.alt_type,
)
def estimate_speed(self) -> Speed:
return self.flight.flight_plan.speed_between_waypoints(
self.current_waypoint, self.next_waypoint
)
def next_waypoint_state(self) -> FlightState:
from game.ato.flightstate.loiter import Loiter
from game.ato.flightstate.racetrack import RaceTrack
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 InFlight(self.flight, self.settings, new_index)
def advance_to_next_waypoint(self) -> None:
self.flight.set_state(self.next_waypoint_state())
def on_game_tick(self, time: datetime, duration: timedelta) -> None:
self.elapsed_time += duration
if self.elapsed_time > self.total_time_to_next_waypoint:
self.advance_to_next_waypoint()
def should_halt_sim(self, enemy_aircraft_coverage: AircraftEngagementZones) -> 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,
}
if self.current_waypoint.waypoint_type in contact_types:
logging.info(
f"Interrupting simulation because {self.flight} has reached its "
"ingress point"
)
return True
threat_zone = self.flight.squadron.coalition.opponent.threat_zone
if threat_zone.threatened_by_air_defense(self.estimate_position()):
logging.info(
f"Interrupting simulation because {self.flight} has encountered enemy "
"air defenses"
)
return True
if enemy_aircraft_coverage.covers(self.estimate_position()):
logging.info(
f"Interrupting simulation because {self.flight} has encountered enemy "
"air-to-air patrol"
)
return True
return False
@property
def is_waiting_for_start(self) -> bool:
return False
@property
def spawn_type(self) -> StartType:
return StartType.IN_FLIGHT