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Also fixes the CAP racetracks so the AI actually stays on station. Waypoint TOT assignment happens at mission generation time for the sake of the UI. It's a bit messy since we have the late-initialized field in FlightWaypoint, but on the other hand we don't have to reset every extant waypoint whenever the player adjusts the mission's TOT. If we want to clean this up a bit more, we could have two distinct types for waypoints: one for the planning stage and one with the resolved TOTs. We already do some thing like this with Flight vs FlightData. Future improvements: * Estimate the group's ground speed so we don't need such wide margins of error. * Delay takeoff to cut loiter fuel cost. * Plan mission TOT based on the aircraft in the package and their travel times to the objective. * Tune target area time prediction. Flights often don't need to travel all the way to the target point, and probably won't be doing it slowly, so the current planning causes a lot of extra time spent in enemy territory. * Per-flight TOT offsets from the package to allow a sweep to arrive before the rest, etc.
314 lines
11 KiB
Python
314 lines
11 KiB
Python
from __future__ import annotations
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from typing import List, Optional, Union
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from dcs.mapping import Point
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from dcs.unit import Unit
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from game.data.doctrine import Doctrine
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from game.utils import nm_to_meter
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from theater import ControlPoint, MissionTarget, TheaterGroundObject
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from .flight import FlightWaypoint, FlightWaypointType
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class WaypointBuilder:
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def __init__(self, doctrine: Doctrine) -> None:
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self.doctrine = doctrine
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self.waypoints: List[FlightWaypoint] = []
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self.ingress_point: Optional[FlightWaypoint] = None
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def build(self) -> List[FlightWaypoint]:
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return self.waypoints
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def ascent(self, departure: ControlPoint, is_helo: bool = False) -> None:
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"""Create ascent waypoint for the given departure airfield or carrier.
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Args:
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departure: Departure airfield or carrier.
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is_helo: True if the flight is a helicopter.
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"""
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# TODO: Pick runway based on wind direction.
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heading = departure.heading
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position = departure.position.point_from_heading(
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heading, nm_to_meter(5)
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)
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waypoint = FlightWaypoint(
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FlightWaypointType.ASCEND_POINT,
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position.x,
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position.y,
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500 if is_helo else self.doctrine.pattern_altitude
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)
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waypoint.name = "ASCEND"
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waypoint.alt_type = "RADIO"
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waypoint.description = "Ascend"
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waypoint.pretty_name = "Ascend"
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self.waypoints.append(waypoint)
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def descent(self, arrival: ControlPoint, is_helo: bool = False) -> None:
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"""Create descent waypoint for the given arrival airfield or carrier.
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Args:
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arrival: Arrival airfield or carrier.
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is_helo: True if the flight is a helicopter.
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"""
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# TODO: Pick runway based on wind direction.
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# ControlPoint.heading is the departure heading.
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heading = (arrival.heading + 180) % 360
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position = arrival.position.point_from_heading(
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heading, nm_to_meter(5)
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)
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waypoint = FlightWaypoint(
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FlightWaypointType.DESCENT_POINT,
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position.x,
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position.y,
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300 if is_helo else self.doctrine.pattern_altitude
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)
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waypoint.name = "DESCEND"
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waypoint.alt_type = "RADIO"
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waypoint.description = "Descend to pattern altitude"
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waypoint.pretty_name = "Descend"
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self.waypoints.append(waypoint)
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def land(self, arrival: ControlPoint) -> None:
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"""Create descent waypoint for the given arrival airfield or carrier.
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Args:
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arrival: Arrival airfield or carrier.
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"""
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position = arrival.position
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waypoint = FlightWaypoint(
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FlightWaypointType.LANDING_POINT,
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position.x,
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position.y,
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0
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)
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waypoint.name = "LANDING"
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waypoint.alt_type = "RADIO"
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waypoint.description = "Land"
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waypoint.pretty_name = "Land"
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self.waypoints.append(waypoint)
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def hold(self, position: Point) -> None:
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waypoint = FlightWaypoint(
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FlightWaypointType.LOITER,
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position.x,
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position.y,
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self.doctrine.rendezvous_altitude
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)
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waypoint.pretty_name = "Hold"
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waypoint.description = "Wait until push time"
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waypoint.name = "HOLD"
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self.waypoints.append(waypoint)
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def join(self, position: Point) -> None:
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waypoint = FlightWaypoint(
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FlightWaypointType.JOIN,
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position.x,
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position.y,
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self.doctrine.ingress_altitude
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)
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waypoint.pretty_name = "Join"
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waypoint.description = "Rendezvous with package"
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waypoint.name = "JOIN"
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self.waypoints.append(waypoint)
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def split(self, position: Point) -> None:
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waypoint = FlightWaypoint(
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FlightWaypointType.SPLIT,
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position.x,
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position.y,
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self.doctrine.ingress_altitude
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)
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waypoint.pretty_name = "Split"
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waypoint.description = "Depart from package"
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waypoint.name = "SPLIT"
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self.waypoints.append(waypoint)
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def ingress_cas(self, position: Point, objective: MissionTarget) -> None:
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self._ingress(FlightWaypointType.INGRESS_CAS, position, objective)
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def ingress_sead(self, position: Point, objective: MissionTarget) -> None:
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self._ingress(FlightWaypointType.INGRESS_SEAD, position, objective)
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def ingress_strike(self, position: Point, objective: MissionTarget) -> None:
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self._ingress(FlightWaypointType.INGRESS_STRIKE, position, objective)
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def _ingress(self, ingress_type: FlightWaypointType, position: Point,
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objective: MissionTarget) -> None:
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if self.ingress_point is not None:
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raise RuntimeError("A flight plan can have only one ingress point.")
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waypoint = FlightWaypoint(
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ingress_type,
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position.x,
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position.y,
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self.doctrine.ingress_altitude
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)
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waypoint.pretty_name = "INGRESS on " + objective.name
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waypoint.description = "INGRESS on " + objective.name
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waypoint.name = "INGRESS"
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self.waypoints.append(waypoint)
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self.ingress_point = waypoint
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def egress(self, position: Point, target: MissionTarget) -> None:
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waypoint = FlightWaypoint(
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FlightWaypointType.EGRESS,
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position.x,
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position.y,
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self.doctrine.ingress_altitude
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)
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waypoint.pretty_name = "EGRESS from " + target.name
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waypoint.description = "EGRESS from " + target.name
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waypoint.name = "EGRESS"
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self.waypoints.append(waypoint)
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def dead_point(self, target: Union[TheaterGroundObject, Unit], name: str,
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location: MissionTarget) -> None:
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self._target_point(target, name, f"STRIKE [{location.name}]: {name}",
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location)
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# TODO: Seems fishy.
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if self.ingress_point is not None:
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self.ingress_point.targetGroup = location
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def sead_point(self, target: Union[TheaterGroundObject, Unit], name: str,
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location: MissionTarget) -> None:
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self._target_point(target, name, f"STRIKE [{location.name}]: {name}",
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location)
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# TODO: Seems fishy.
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if self.ingress_point is not None:
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self.ingress_point.targetGroup = location
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def strike_point(self, target: Union[TheaterGroundObject, Unit], name: str,
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location: MissionTarget) -> None:
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self._target_point(target, name, f"STRIKE [{location.name}]: {name}",
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location)
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def _target_point(self, target: Union[TheaterGroundObject, Unit], name: str,
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description: str, location: MissionTarget) -> None:
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if self.ingress_point is None:
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raise RuntimeError(
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"An ingress point must be added before target points."
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)
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waypoint = FlightWaypoint(
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FlightWaypointType.TARGET_POINT,
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target.position.x,
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target.position.y,
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0
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)
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waypoint.description = description
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waypoint.pretty_name = description
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waypoint.name = name
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waypoint.only_for_player = True
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self.waypoints.append(waypoint)
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# TODO: This seems wrong, but it's what was there before.
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self.ingress_point.targets.append(location)
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def sead_area(self, target: MissionTarget) -> None:
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self._target_area(f"SEAD on {target.name}", target)
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# TODO: Seems fishy.
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if self.ingress_point is not None:
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self.ingress_point.targetGroup = target
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def dead_area(self, target: MissionTarget) -> None:
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self._target_area(f"DEAD on {target.name}", target)
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# TODO: Seems fishy.
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if self.ingress_point is not None:
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self.ingress_point.targetGroup = target
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def _target_area(self, name: str, location: MissionTarget) -> None:
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if self.ingress_point is None:
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raise RuntimeError(
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"An ingress point must be added before target points."
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)
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waypoint = FlightWaypoint(
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FlightWaypointType.TARGET_GROUP_LOC,
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location.position.x,
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location.position.y,
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0
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)
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waypoint.description = name
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waypoint.pretty_name = name
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waypoint.name = name
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waypoint.only_for_player = True
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self.waypoints.append(waypoint)
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# TODO: This seems wrong, but it's what was there before.
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self.ingress_point.targets.append(location)
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def cas(self, position: Point, altitude: int) -> None:
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waypoint = FlightWaypoint(
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FlightWaypointType.CAS,
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position.x,
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position.y,
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altitude
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)
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waypoint.alt_type = "RADIO"
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waypoint.description = "Provide CAS"
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waypoint.name = "CAS"
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waypoint.pretty_name = "CAS"
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self.waypoints.append(waypoint)
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def race_track_start(self, position: Point, altitude: int) -> None:
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"""Creates a racetrack start waypoint.
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Args:
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position: Position of the waypoint.
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altitude: Altitude of the racetrack in meters.
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"""
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waypoint = FlightWaypoint(
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FlightWaypointType.PATROL_TRACK,
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position.x,
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position.y,
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altitude
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)
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waypoint.name = "RACETRACK START"
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waypoint.description = "Orbit between this point and the next point"
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waypoint.pretty_name = "Race-track start"
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self.waypoints.append(waypoint)
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# TODO: Does this actually do anything?
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# orbit0.targets.append(location)
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# Note: Targets of PATROL TRACK waypoints are the points to be defended.
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# orbit0.targets.append(flight.from_cp)
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# orbit0.targets.append(center)
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def race_track_end(self, position: Point, altitude: int) -> None:
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"""Creates a racetrack end waypoint.
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Args:
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position: Position of the waypoint.
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altitude: Altitude of the racetrack in meters.
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"""
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waypoint = FlightWaypoint(
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FlightWaypointType.PATROL,
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position.x,
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position.y,
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altitude
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)
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waypoint.name = "RACETRACK END"
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waypoint.description = "Orbit between this point and the previous point"
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waypoint.pretty_name = "Race-track end"
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self.waypoints.append(waypoint)
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def race_track(self, start: Point, end: Point, altitude: int) -> None:
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"""Creates two waypoint for a racetrack orbit.
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Args:
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start: The beginning racetrack waypoint.
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end: The ending racetrack waypoint.
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altitude: The racetrack altitude.
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"""
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self.race_track_start(start, altitude)
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self.race_track_end(end, altitude)
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def rtb(self, arrival: ControlPoint, is_helo: bool = False) -> None:
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"""Creates descent ant landing waypoints for the given control point.
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Args:
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arrival: Arrival airfield or carrier.
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is_helo: True if the flight is a helicopter.
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"""
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self.descent(arrival, is_helo)
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self.land(arrival)
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