dcs-retribution/game/sim/aircraftsimulation.py
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

83 lines
2.8 KiB
Python

from __future__ import annotations
import itertools
from collections.abc import Iterator
from datetime import datetime, timedelta
from typing_extensions import TYPE_CHECKING
from game.ato import Flight
from game.ato.flightstate import (
Navigating,
StartUp,
Takeoff,
Taxi,
Uninitialized,
WaitingForStart,
)
from game.ato.starttype import StartType
from gen.flights.traveltime import TotEstimator
from .combat import CombatInitiator, FrozenCombat
if TYPE_CHECKING:
from game import Game
class AircraftSimulation:
def __init__(self, game: Game) -> None:
self.game = game
self.combats: list[FrozenCombat] = []
def begin_simulation(self) -> None:
self.reset()
self.set_initial_flight_states()
def on_game_tick(self, time: datetime, duration: timedelta) -> bool:
for flight in self.iter_flights():
flight.on_game_tick(time, duration)
# Finish updating all flights before checking for combat so that the new
# positions are used.
CombatInitiator(self.game, self.combats).update_active_combats()
# After updating all combat states, check for halts.
for flight in self.iter_flights():
if flight.should_halt_sim():
return True
return False
def set_initial_flight_states(self) -> None:
now = self.game.conditions.start_time
for flight in self.iter_flights():
estimator = TotEstimator(flight.package)
start_time = estimator.mission_start_time(flight)
if start_time <= timedelta():
self.set_active_flight_state(flight, now)
else:
flight.set_state(
WaitingForStart(flight, self.game.settings, now + start_time)
)
def set_active_flight_state(self, flight: Flight, now: datetime) -> None:
if flight.start_type is StartType.COLD:
flight.set_state(StartUp(flight, self.game.settings, now))
elif flight.start_type is StartType.WARM:
flight.set_state(Taxi(flight, self.game.settings, now))
elif flight.start_type is StartType.RUNWAY:
flight.set_state(Takeoff(flight, self.game.settings, now))
elif flight.start_type is StartType.IN_FLIGHT:
flight.set_state(Navigating(flight, self.game.settings, waypoint_index=0))
else:
raise ValueError(f"Unknown start type {flight.start_type} for {flight}")
def reset(self) -> None:
for flight in self.iter_flights():
flight.set_state(Uninitialized(flight, self.game.settings))
def iter_flights(self) -> Iterator[Flight]:
packages = itertools.chain(
self.game.blue.ato.packages, self.game.red.ato.packages
)
for package in packages:
yield from package.flights