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https://github.com/dcs-retribution/dcs-retribution.git
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There are some TODOs here but th behavior is flagged off by default. The biggest TODO here is that the time spent frozen is not simulated, so flights that are engaged by SAMs will unfreeze, move slightly, then re- freeze. https://github.com/dcs-liberation/dcs_liberation/issues/1680
108 lines
3.7 KiB
Python
108 lines
3.7 KiB
Python
from __future__ import annotations
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import itertools
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import logging
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from collections.abc import Iterator
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from datetime import datetime, timedelta
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from typing_extensions import TYPE_CHECKING
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from game.ato.flightstate import (
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Navigating,
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StartUp,
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Takeoff,
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Taxi,
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Uninitialized,
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WaitingForStart,
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)
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from game.ato.starttype import StartType
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from game.ato.traveltime import TotEstimator
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from .combat import CombatInitiator, FrozenCombat
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from .simulationresults import SimulationResults
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if TYPE_CHECKING:
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from game import Game
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from game.ato import Flight
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from .gameupdateevents import GameUpdateEvents
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class AircraftSimulation:
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def __init__(self, game: Game) -> None:
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self.game = game
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self.combats: list[FrozenCombat] = []
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self.results = SimulationResults()
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def begin_simulation(self) -> None:
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self.reset()
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self.set_initial_flight_states()
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def on_game_tick(
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self, events: GameUpdateEvents, time: datetime, duration: timedelta
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) -> None:
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if not self.game.settings.auto_resolve_combat and self.combats:
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logging.error(
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"Cannot resume simulation because aircraft are in combat and "
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"auto-resolve is disabled"
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)
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events.complete_simulation()
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return
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still_active = []
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for combat in self.combats:
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if combat.on_game_tick(duration, self.results):
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events.end_combat(combat)
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else:
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still_active.append(combat)
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self.combats = still_active
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for flight in self.iter_flights():
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flight.on_game_tick(events, time, duration)
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# Finish updating all flights before checking for combat so that the new
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# positions are used.
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CombatInitiator(self.game, self.combats, events).update_active_combats()
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# After updating all combat states, check for halts.
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for flight in self.iter_flights():
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if flight.should_halt_sim():
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events.complete_simulation()
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return
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if not self.game.settings.auto_resolve_combat and self.combats:
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events.complete_simulation()
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def set_initial_flight_states(self) -> None:
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now = self.game.conditions.start_time
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for flight in self.iter_flights():
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estimator = TotEstimator(flight.package)
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start_time = estimator.mission_start_time(flight)
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if start_time <= timedelta():
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self.set_active_flight_state(flight, now)
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else:
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flight.set_state(
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WaitingForStart(flight, self.game.settings, now + start_time)
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)
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def set_active_flight_state(self, flight: Flight, now: datetime) -> None:
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if flight.start_type is StartType.COLD:
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flight.set_state(StartUp(flight, self.game.settings, now))
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elif flight.start_type is StartType.WARM:
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flight.set_state(Taxi(flight, self.game.settings, now))
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elif flight.start_type is StartType.RUNWAY:
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flight.set_state(Takeoff(flight, self.game.settings, now))
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elif flight.start_type is StartType.IN_FLIGHT:
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flight.set_state(Navigating(flight, self.game.settings, waypoint_index=0))
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else:
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raise ValueError(f"Unknown start type {flight.start_type} for {flight}")
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def reset(self) -> None:
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for flight in self.iter_flights():
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flight.set_state(Uninitialized(flight, self.game.settings))
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def iter_flights(self) -> Iterator[Flight]:
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packages = itertools.chain(
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self.game.blue.ato.packages, self.game.red.ato.packages
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)
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for package in packages:
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yield from package.flights
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