Dan Albert fb10a8d28e Add frozen combat modelling.
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
2021-12-21 14:52:28 -08:00

132 lines
4.9 KiB
Python

from __future__ import annotations
from abc import ABC, abstractmethod
from datetime import datetime, timedelta
from typing import TYPE_CHECKING
from dcs import Point
from game.ato.flightstate import Completed
from game.ato.flightstate.flightstate import FlightState
from game.ato.flightwaypoint import FlightWaypoint
from game.ato.flightwaypointtype import FlightWaypointType
from game.ato.starttype import StartType
from game.utils import Distance, LBS_TO_KG, Speed, pairwise
from gen.flights.flightplan import LoiterFlightPlan
if TYPE_CHECKING:
from game.ato.flight import Flight
from game.settings import Settings
class InFlight(FlightState, ABC):
def __init__(self, flight: Flight, settings: Settings, waypoint_index: int) -> None:
super().__init__(flight, settings)
waypoints = self.flight.flight_plan.waypoints
self.waypoint_index = waypoint_index
self.current_waypoint = waypoints[self.waypoint_index]
# TODO: Error checking for flight plans without landing waypoints.
self.next_waypoint = waypoints[self.waypoint_index + 1]
self.total_time_to_next_waypoint = self.travel_time_between_waypoints()
self.elapsed_time = timedelta()
def has_passed_waypoint(self, waypoint: FlightWaypoint) -> bool:
index = self.flight.flight_plan.waypoints.index(waypoint)
return index <= self.waypoint_index
def travel_time_between_waypoints(self) -> timedelta:
travel_time = self.flight.flight_plan.travel_time_between_waypoints(
self.current_waypoint, self.next_waypoint
)
if self.current_waypoint.waypoint_type is FlightWaypointType.LOITER:
# Loiter time is already built into travel_time_between_waypoints. If we're
# at a loiter point but still a regular InFlight (Loiter overrides this
# method) that means we're traveling from the loiter point but no longer
# loitering.
assert isinstance(self.flight.flight_plan, LoiterFlightPlan)
travel_time -= self.flight.flight_plan.hold_duration
return travel_time
@abstractmethod
def estimate_position(self) -> Point:
...
@abstractmethod
def estimate_altitude(self) -> tuple[Distance, str]:
...
@abstractmethod
def estimate_speed(self) -> Speed:
...
def estimate_fuel_at_current_waypoint(self) -> float:
initial_fuel = super().estimate_fuel()
if self.flight.unit_type.fuel_consumption is None:
return initial_fuel
initial_fuel -= self.flight.unit_type.fuel_consumption.taxi * LBS_TO_KG
waypoints = self.flight.flight_plan.waypoints[: self.waypoint_index + 1]
for a, b in pairwise(waypoints[:-1]):
consumption = self.flight.flight_plan.fuel_consumption_between_points(a, b)
assert consumption is not None
initial_fuel -= consumption * LBS_TO_KG
return initial_fuel
def next_waypoint_state(self) -> FlightState:
from .loiter import Loiter
from .racetrack import RaceTrack
from .navigating import Navigating
new_index = self.waypoint_index + 1
if self.next_waypoint.waypoint_type is FlightWaypointType.LANDING_POINT:
return Completed(self.flight, self.settings)
if self.next_waypoint.waypoint_type is FlightWaypointType.PATROL_TRACK:
return RaceTrack(self.flight, self.settings, new_index)
if self.next_waypoint.waypoint_type is FlightWaypointType.LOITER:
return Loiter(self.flight, self.settings, new_index)
return Navigating(self.flight, self.settings, new_index)
def advance_to_next_waypoint(self) -> None:
self.flight.set_state(self.next_waypoint_state())
def on_game_tick(self, time: datetime, duration: timedelta) -> None:
self.elapsed_time += duration
if self.elapsed_time > self.total_time_to_next_waypoint:
self.advance_to_next_waypoint()
@property
def is_at_ip(self) -> bool:
contact_types = {
FlightWaypointType.INGRESS_BAI,
FlightWaypointType.INGRESS_CAS,
FlightWaypointType.INGRESS_DEAD,
FlightWaypointType.INGRESS_OCA_AIRCRAFT,
FlightWaypointType.INGRESS_OCA_RUNWAY,
FlightWaypointType.INGRESS_SEAD,
FlightWaypointType.INGRESS_STRIKE,
}
return self.current_waypoint.waypoint_type in contact_types
@property
def vulnerable_to_intercept(self) -> bool:
return True
@property
def vulnerable_to_sam(self) -> bool:
return True
@property
def will_join_air_combat(self) -> bool:
return self.flight.flight_type.is_air_to_air
@property
def is_waiting_for_start(self) -> bool:
return False
@property
def spawn_type(self) -> StartType:
return StartType.IN_FLIGHT
@property
def description(self) -> str:
return f"Flying to {self.next_waypoint.name}"