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Troops must be dropped inside this zone or they won't attack the target. The zone needs to be drawn in the map so players don't break the flight plan by accidentally moving the drop waypoint outside the DZ. I've move the API for doing this out of `PatrollingFlightPlan` in favor of a mixin so this is no longer presented as `engagement_distance` by the flight plan. I don't love that it's still the `commit-boundary` endpoint, but it's fine for now. I don't know why mypy wasn't able to catch this. pycharm is also struggling to understand this class.
153 lines
5.6 KiB
Python
153 lines
5.6 KiB
Python
from __future__ import annotations
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from dataclasses import dataclass
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from datetime import timedelta
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from typing import Iterator, TYPE_CHECKING, Type
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from game.ato.flightplans.standard import StandardFlightPlan, StandardLayout
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from game.theater.controlpoint import ControlPointType
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from game.theater.missiontarget import MissionTarget
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from game.utils import Distance, feet, meters
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from .ibuilder import IBuilder
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from .planningerror import PlanningError
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from .uizonedisplay import UiZone, UiZoneDisplay
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from .waypointbuilder import WaypointBuilder
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from ..flightwaypoint import FlightWaypointType
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if TYPE_CHECKING:
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from ..flightwaypoint import FlightWaypoint
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@dataclass(frozen=True)
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class AirAssaultLayout(StandardLayout):
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# The pickup point is optional because we don't always need to load the cargo. When
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# departing from a carrier, LHA, or off-map spawn, the cargo is pre-loaded.
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pickup: FlightWaypoint | None
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nav_to_ingress: list[FlightWaypoint]
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ingress: FlightWaypoint
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drop_off: FlightWaypoint
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# This is an implementation detail used by CTLD. The aircraft will not go to this
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# waypoint. It is used by CTLD as the destination for unloaded troops.
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target: FlightWaypoint
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nav_to_home: list[FlightWaypoint]
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def iter_waypoints(self) -> Iterator[FlightWaypoint]:
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yield self.departure
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if self.pickup is not None:
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yield self.pickup
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yield from self.nav_to_ingress
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yield self.ingress
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yield self.drop_off
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yield self.target
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yield from self.nav_to_home
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yield self.arrival
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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 AirAssaultFlightPlan(StandardFlightPlan[AirAssaultLayout], UiZoneDisplay):
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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 tot_waypoint(self) -> FlightWaypoint:
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return self.layout.drop_off
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def tot_for_waypoint(self, waypoint: FlightWaypoint) -> timedelta | None:
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if waypoint == self.tot_waypoint:
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return self.tot
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return None
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def depart_time_for_waypoint(self, waypoint: FlightWaypoint) -> timedelta | None:
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return None
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@property
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def ctld_target_zone_radius(self) -> Distance:
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return meters(2500)
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@property
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def mission_departure_time(self) -> timedelta:
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return self.package.time_over_target
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def ui_zone(self) -> UiZone:
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return UiZone(
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[self.layout.target.position],
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self.ctld_target_zone_radius,
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)
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class Builder(IBuilder[AirAssaultFlightPlan, AirAssaultLayout]):
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def layout(self) -> AirAssaultLayout:
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if not self.flight.is_helo:
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raise PlanningError("Air assault is only usable by helicopters")
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assert self.package.waypoints is not None
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altitude = feet(1500) if self.flight.is_helo else self.doctrine.ingress_altitude
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altitude_is_agl = self.flight.is_helo
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builder = WaypointBuilder(self.flight, self.coalition)
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if self.flight.departure.cptype in [
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ControlPointType.AIRCRAFT_CARRIER_GROUP,
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ControlPointType.LHA_GROUP,
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ControlPointType.OFF_MAP,
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]:
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# Off_Map spawns will be preloaded
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# Carrier operations load the logistics directly from the carrier
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pickup = None
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pickup_position = self.flight.departure.position
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else:
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# TODO The calculation of the Pickup LZ is currently randomized. This
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# leads to the problem that we can not gurantee that the LZ is clear of
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# obstacles. This has to be improved in the future so that the Mission can
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# be autoplanned. In the current state the User has to check the created
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# Waypoints for the Pickup and Dropoff LZs are free of obstacles.
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# Create a special pickup zone for Helos from Airbase / FOB
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pickup = builder.pickup_zone(
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MissionTarget(
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"Pickup Zone",
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self.flight.departure.position.random_point_within(1200, 600),
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)
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)
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pickup_position = pickup.position
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assault_area = builder.assault_area(self.package.target)
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heading = self.package.target.position.heading_between_point(pickup_position)
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# TODO we can not gurantee a safe LZ for DropOff. See comment above.
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drop_off_zone = MissionTarget(
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"Dropoff zone",
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self.package.target.position.point_from_heading(heading, 1200),
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)
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return AirAssaultLayout(
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departure=builder.takeoff(self.flight.departure),
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pickup=pickup,
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nav_to_ingress=builder.nav_path(
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pickup_position,
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self.package.waypoints.ingress,
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altitude,
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altitude_is_agl,
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),
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ingress=builder.ingress(
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FlightWaypointType.INGRESS_AIR_ASSAULT,
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self.package.waypoints.ingress,
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self.package.target,
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),
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drop_off=builder.dropoff_zone(drop_off_zone),
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target=assault_area,
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nav_to_home=builder.nav_path(
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drop_off_zone.position,
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self.flight.arrival.position,
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altitude,
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altitude_is_agl,
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),
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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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def build(self) -> AirAssaultFlightPlan:
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return AirAssaultFlightPlan(self.flight, self.layout())
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