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During package planning we don't care about the details of the flight plan, just the layout (to check if the layout is threatened and we need escorts). Splitting these will allow us to reduce the amount of work that must be done in each loop of the planning phase, potentially caching attempted flight plans between loops.
123 lines
4.1 KiB
Python
123 lines
4.1 KiB
Python
from __future__ import annotations
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from collections.abc import Iterator
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from dataclasses import dataclass
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from datetime import timedelta
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from typing import TYPE_CHECKING, Type
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from game.theater import FrontLine
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from game.utils import Distance, Speed, kph, meters
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from .ibuilder import IBuilder
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from .invalidobjectivelocation import InvalidObjectiveLocation
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from .patrolling import PatrollingFlightPlan, PatrollingLayout
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from .waypointbuilder import WaypointBuilder
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from ..flightwaypointtype import FlightWaypointType
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if TYPE_CHECKING:
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from ..flightwaypoint import FlightWaypoint
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class Builder(IBuilder):
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def build(self) -> CasLayout:
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location = self.package.target
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if not isinstance(location, FrontLine):
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raise InvalidObjectiveLocation(self.flight.flight_type, location)
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from game.missiongenerator.frontlineconflictdescription import (
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FrontLineConflictDescription,
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)
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ingress, heading, distance = FrontLineConflictDescription.frontline_vector(
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location, self.theater
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)
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center = ingress.point_from_heading(heading.degrees, distance / 2)
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egress = ingress.point_from_heading(heading.degrees, distance)
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ingress_distance = ingress.distance_to_point(self.flight.departure.position)
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egress_distance = egress.distance_to_point(self.flight.departure.position)
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if egress_distance < ingress_distance:
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ingress, egress = egress, ingress
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builder = WaypointBuilder(self.flight, self.coalition)
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is_helo = self.flight.unit_type.dcs_unit_type.helicopter
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ingress_egress_altitude = (
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self.doctrine.ingress_altitude if not is_helo else meters(50)
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)
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use_agl_ingress_egress = is_helo
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return CasLayout(
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departure=builder.takeoff(self.flight.departure),
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nav_to=builder.nav_path(
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self.flight.departure.position,
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ingress,
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ingress_egress_altitude,
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use_agl_ingress_egress,
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),
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nav_from=builder.nav_path(
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egress,
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self.flight.arrival.position,
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ingress_egress_altitude,
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use_agl_ingress_egress,
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),
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patrol_start=builder.ingress(
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FlightWaypointType.INGRESS_CAS, ingress, location
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),
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target=builder.cas(center),
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patrol_end=builder.egress(egress, location),
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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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@dataclass(frozen=True)
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class CasLayout(PatrollingLayout):
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target: FlightWaypoint
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def iter_waypoints(self) -> Iterator[FlightWaypoint]:
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yield self.departure
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yield from self.nav_to
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yield self.patrol_start
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yield self.target
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yield self.patrol_end
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yield from self.nav_from
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yield self.departure
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if self.divert is not None:
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yield self.divert
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yield self.bullseye
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class CasFlightPlan(PatrollingFlightPlan[CasLayout]):
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@staticmethod
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def builder_type() -> Type[Builder]:
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return Builder
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@property
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def patrol_duration(self) -> timedelta:
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return self.flight.coalition.doctrine.cas_duration
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@property
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def patrol_speed(self) -> Speed:
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# 2021-08-02: patrol_speed will currently have no effect because
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# CAS doesn't use OrbitAction. But all PatrollingFlightPlan are expected
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# to have patrol_speed
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return kph(0)
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@property
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def engagement_distance(self) -> Distance:
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from game.missiongenerator.frontlineconflictdescription import FRONTLINE_LENGTH
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return meters(FRONTLINE_LENGTH) / 2
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@property
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def combat_speed_waypoints(self) -> set[FlightWaypoint]:
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return {self.layout.patrol_start, self.layout.target, self.layout.patrol_end}
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def request_escort_at(self) -> FlightWaypoint | None:
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return self.layout.patrol_start
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def dismiss_escort_at(self) -> FlightWaypoint | None:
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return self.layout.patrol_end
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