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https://github.com/dcs-retribution/dcs-retribution.git
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This doesn't do anything yet, but sets up the data model handling for frozen combat. The next step is to show combat in the map view, since that will be helpful when debugging the step after that one: resolving frozen combat. This would benefit from caching the Shapely data for SAM threat zones. Right now it's generating them once per tick and the stuttering is visible at max speed. https://github.com/dcs-liberation/dcs_liberation/issues/1680
132 lines
4.9 KiB
Python
132 lines
4.9 KiB
Python
from __future__ import annotations
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from abc import ABC, abstractmethod
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from datetime import datetime, timedelta
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from typing import TYPE_CHECKING
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from dcs import Point
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from game.ato.flightstate import Completed
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from game.ato.flightstate.flightstate import FlightState
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from game.ato.flightwaypoint import FlightWaypoint
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from game.ato.flightwaypointtype import FlightWaypointType
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from game.ato.starttype import StartType
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from game.utils import Distance, LBS_TO_KG, Speed, pairwise
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from gen.flights.flightplan import LoiterFlightPlan
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if TYPE_CHECKING:
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from game.ato.flight import Flight
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from game.settings import Settings
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class InFlight(FlightState, ABC):
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def __init__(self, flight: Flight, settings: Settings, waypoint_index: int) -> None:
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super().__init__(flight, settings)
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waypoints = self.flight.flight_plan.waypoints
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self.waypoint_index = waypoint_index
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self.current_waypoint = waypoints[self.waypoint_index]
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# TODO: Error checking for flight plans without landing waypoints.
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self.next_waypoint = waypoints[self.waypoint_index + 1]
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self.total_time_to_next_waypoint = self.travel_time_between_waypoints()
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self.elapsed_time = timedelta()
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def has_passed_waypoint(self, waypoint: FlightWaypoint) -> bool:
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index = self.flight.flight_plan.waypoints.index(waypoint)
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return index <= self.waypoint_index
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def travel_time_between_waypoints(self) -> timedelta:
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travel_time = self.flight.flight_plan.travel_time_between_waypoints(
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self.current_waypoint, self.next_waypoint
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)
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if self.current_waypoint.waypoint_type is FlightWaypointType.LOITER:
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# Loiter time is already built into travel_time_between_waypoints. If we're
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# at a loiter point but still a regular InFlight (Loiter overrides this
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# method) that means we're traveling from the loiter point but no longer
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# loitering.
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assert isinstance(self.flight.flight_plan, LoiterFlightPlan)
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travel_time -= self.flight.flight_plan.hold_duration
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return travel_time
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@abstractmethod
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def estimate_position(self) -> Point:
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...
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@abstractmethod
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def estimate_altitude(self) -> tuple[Distance, str]:
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...
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@abstractmethod
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def estimate_speed(self) -> Speed:
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...
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def estimate_fuel_at_current_waypoint(self) -> float:
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initial_fuel = super().estimate_fuel()
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if self.flight.unit_type.fuel_consumption is None:
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return initial_fuel
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initial_fuel -= self.flight.unit_type.fuel_consumption.taxi * LBS_TO_KG
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waypoints = self.flight.flight_plan.waypoints[: self.waypoint_index + 1]
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for a, b in pairwise(waypoints[:-1]):
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consumption = self.flight.flight_plan.fuel_consumption_between_points(a, b)
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assert consumption is not None
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initial_fuel -= consumption * LBS_TO_KG
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return initial_fuel
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def next_waypoint_state(self) -> FlightState:
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from .loiter import Loiter
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from .racetrack import RaceTrack
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from .navigating import Navigating
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new_index = self.waypoint_index + 1
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if self.next_waypoint.waypoint_type is FlightWaypointType.LANDING_POINT:
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return Completed(self.flight, self.settings)
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if self.next_waypoint.waypoint_type is FlightWaypointType.PATROL_TRACK:
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return RaceTrack(self.flight, self.settings, new_index)
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if self.next_waypoint.waypoint_type is FlightWaypointType.LOITER:
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return Loiter(self.flight, self.settings, new_index)
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return Navigating(self.flight, self.settings, new_index)
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def advance_to_next_waypoint(self) -> None:
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self.flight.set_state(self.next_waypoint_state())
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def on_game_tick(self, time: datetime, duration: timedelta) -> None:
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self.elapsed_time += duration
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if self.elapsed_time > self.total_time_to_next_waypoint:
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self.advance_to_next_waypoint()
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@property
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def is_at_ip(self) -> bool:
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contact_types = {
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FlightWaypointType.INGRESS_BAI,
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FlightWaypointType.INGRESS_CAS,
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FlightWaypointType.INGRESS_DEAD,
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FlightWaypointType.INGRESS_OCA_AIRCRAFT,
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FlightWaypointType.INGRESS_OCA_RUNWAY,
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FlightWaypointType.INGRESS_SEAD,
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FlightWaypointType.INGRESS_STRIKE,
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}
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return self.current_waypoint.waypoint_type in contact_types
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@property
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def vulnerable_to_intercept(self) -> bool:
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return True
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@property
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def vulnerable_to_sam(self) -> bool:
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return True
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@property
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def will_join_air_combat(self) -> bool:
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return self.flight.flight_type.is_air_to_air
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@property
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def is_waiting_for_start(self) -> bool:
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return False
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@property
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def spawn_type(self) -> StartType:
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return StartType.IN_FLIGHT
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@property
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def description(self) -> str:
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return f"Flying to {self.next_waypoint.name}"
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