dcs-retribution/game/ato/flightwaypoint.py

139 lines
4.8 KiB
Python

from __future__ import annotations
from collections.abc import Sequence
from dataclasses import field
from datetime import timedelta
from typing import Optional, TYPE_CHECKING
from dcs import Point
from dcs.unit import Unit
from pydantic.dataclasses import dataclass
from game.ato.flightwaypointtype import FlightWaypointType
from game.theater import LatLon
from game.utils import Distance, meters
if TYPE_CHECKING:
from game.theater import ConflictTheater, ControlPoint, MissionTarget
@dataclass
class BaseFlightWaypoint:
name: str
waypoint_type: FlightWaypointType
x: float
y: float
alt: Distance
alt_type: str
is_movable: bool = field(init=False)
should_mark: bool = field(init=False)
include_in_path: bool = field(init=False)
# Do not use unless you're sure it's up to date. Pydantic doesn't have support for
# serializing lazy properties so this needs to be stored in the class, but because
# updating it requires a reference to the ConflictTheater it may not always be set,
# or up to date. Call update_latlng to refresh.
latlng: LatLon | None = None
def __post_init__(self) -> None:
# Target *points* are the exact location of a unit, whereas the target area is
# only the center of the objective. Allow moving the latter since its exact
# location isn't very important.
#
# Landing, and divert should be changed in the flight settings UI, takeoff
# cannot be changed because that's where the plane is.
#
# Moving the bullseye reference only makes it wrong.
self.is_movable = self.waypoint_type not in {
FlightWaypointType.BULLSEYE,
FlightWaypointType.DIVERT,
FlightWaypointType.LANDING_POINT,
FlightWaypointType.TAKEOFF,
FlightWaypointType.TARGET_POINT,
}
# We don't need a marker for the departure waypoint (and it's likely
# coincident with the landing waypoint, so hard to see). We do want to draw
# the path from it though.
#
# We also don't need the landing waypoint since we'll be drawing that path
# as well, and it's clear what it is, and only obscured the CP icon.
#
# The divert waypoint also obscures the CP. We don't draw the path to it,
# but it can be seen in the flight settings page, so it's not really a
# problem to exclude it.
#
# Bullseye ought to be (but currently isn't) drawn *once* rather than as a
# flight waypoint.
self.should_mark = self.waypoint_type not in {
FlightWaypointType.BULLSEYE,
FlightWaypointType.DIVERT,
FlightWaypointType.LANDING_POINT,
FlightWaypointType.TAKEOFF,
}
self.include_in_path = self.waypoint_type not in {
FlightWaypointType.BULLSEYE,
FlightWaypointType.DIVERT,
}
@property
def position(self) -> Point:
return Point(self.x, self.y)
def update_latlng(self, theater: ConflictTheater) -> None:
self.latlng = theater.point_to_ll(self.position)
class FlightWaypoint(BaseFlightWaypoint):
control_point: ControlPoint | None = None
# TODO: Merge with pretty_name.
# Only used in the waypoint list in the flight edit page. No sense
# having three names. A short and long form is enough.
description: str = ""
targets: Sequence[MissionTarget | Unit] = []
obj_name: str = ""
pretty_name: str = ""
only_for_player: bool = False
flyover: bool = False
# The minimum amount of fuel remaining at this waypoint in pounds.
min_fuel: float | None = None
# These are set very late by the air conflict generator (part of mission
# generation). We do it late so that we don't need to propagate changes
# to waypoint times whenever the player alters the package TOT or the
# flight's offset in the UI.
tot: timedelta | None = None
departure_time: timedelta | None = None
def __init__(
self,
waypoint_type: FlightWaypointType,
x: float,
y: float,
alt: Distance = meters(0),
control_point: Optional[ControlPoint] = None,
) -> None:
"""Creates a flight waypoint.
Args:
waypoint_type: The waypoint type.
x: X coordinate of the waypoint.
y: Y coordinate of the waypoint.
alt: Altitude of the waypoint. By default this is MSL, but it can be
changed to AGL by setting alt_type to "RADIO"
control_point: The control point to associate with this waypoint. Needed for
landing points.
"""
super().__init__(
name="", waypoint_type=waypoint_type, x=x, y=y, alt=alt, alt_type="BARO"
)
self.control_point = control_point
def __hash__(self) -> int:
return hash(id(self))