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https://github.com/dcs-liberation/dcs_liberation.git
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Support display of dead flights.
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@ -10,6 +10,7 @@ from dcs.planes import C_101CC, C_101EB, Su_33
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from game.savecompat import has_save_compat_for
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from .flightroster import FlightRoster
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from .flightstate import FlightState, Uninitialized
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from .flightstate.killed import Killed
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from .loadouts import Loadout
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from ..sidc import (
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AirEntity,
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@ -117,7 +118,7 @@ class Flight(SidcDescribable):
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@property
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def sidc_status(self) -> Status:
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return Status.PRESENT
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return Status.PRESENT if self.alive else Status.PRESENT_DESTROYED
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@property
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def symbol_set_and_entity(self) -> tuple[SymbolSet, Entity]:
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@ -202,7 +203,11 @@ class Flight(SidcDescribable):
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def should_halt_sim(self) -> bool:
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return self.state.should_halt_sim()
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def kill(self, results: SimulationResults) -> None:
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@property
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def alive(self) -> bool:
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return self.state.alive
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def kill(self, results: SimulationResults, events: GameUpdateEvents) -> None:
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# This is a bit messy while we're in transition from turn-based to turnless
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# because we want the simulation to have minimal impact on the save game while
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# turns exist so that loading a game is essentially a way to reset the
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@ -211,17 +216,17 @@ class Flight(SidcDescribable):
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# the UI to reflect that aircraft were lost and avoid generating those flights
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# when the mission is generated.
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#
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# For now we do this by removing the flight from the ATO and logging the kill in
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# the SimulationResults, which is similar to the Debriefing. If a flight is
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# killed and the player saves and reloads, those pilots/aircraft will be
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# unusable until the next turn, but otherwise will survive.
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#
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# This is going to be extremely temporary since the solution for other killable
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# game objects (killed SAMs, sinking carriers, bombed out runways) will not be
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# so easily worked around.
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# For now we do this by logging the kill in the SimulationResults, which is
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# similar to the Debriefing. We also set the flight's state to Killed, which
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# will prevent it from being spawned in the mission and updates the SIDC.
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# This does leave an opportunity for players to cheat since the UI won't stop
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# them from cancelling a dead flight, returning the aircraft to the pool. Not a
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# big deal for now.
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# TODO: Support partial kills.
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# TODO: Remove empty packages from the ATO?
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self.package.remove_flight(self)
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self.set_state(
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Killed(self.state.estimate_position(), self, self.squadron.settings)
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)
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events.update_flight(self)
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for pilot in self.roster.pilots:
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if pilot is not None:
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results.kill_pilot(self, pilot)
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@ -20,6 +20,10 @@ class FlightState(ABC):
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self.flight = flight
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self.settings = settings
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@property
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def alive(self) -> bool:
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return True
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@abstractmethod
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def on_game_tick(
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self, events: GameUpdateEvents, time: datetime, duration: timedelta
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@ -5,14 +5,26 @@ from typing import TYPE_CHECKING
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from dcs import Point
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from game.settings import Settings
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from .flightstate import FlightState
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from ..starttype import StartType
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if TYPE_CHECKING:
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from .. import Flight
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from game.sim.gameupdateevents import GameUpdateEvents
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class Completed(FlightState):
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class Killed(FlightState):
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def __init__(
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self, last_position: Point, flight: Flight, settings: Settings
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) -> None:
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super().__init__(flight, settings)
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self.last_position = last_position
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@property
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def alive(self) -> bool:
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return False
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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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@ -23,12 +35,11 @@ class Completed(FlightState):
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return False
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def estimate_position(self) -> Point:
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return self.flight.arrival.position
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return self.last_position
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@property
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def spawn_type(self) -> StartType:
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# TODO: May want to do something different to make these uncontrolled?
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return StartType.COLD
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raise RuntimeError("Attempted to spawn a dead flight")
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@property
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def description(self) -> str:
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@ -105,11 +105,12 @@ class AircraftGenerator:
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if not package.flights:
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continue
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for flight in package.flights:
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logging.info(f"Generating flight: {flight.unit_type}")
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group = self.create_and_configure_flight(
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flight, country, dynamic_runways
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)
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self.unit_map.add_aircraft(group, flight)
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if flight.alive:
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logging.info(f"Generating flight: {flight.unit_type}")
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group = self.create_and_configure_flight(
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flight, country, dynamic_runways
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)
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self.unit_map.add_aircraft(group, flight)
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def spawn_unused_aircraft(
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self, player_country: Country, enemy_country: Country
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@ -49,7 +49,7 @@ class AircraftSimulation:
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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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if combat.on_game_tick(duration, self.results, events):
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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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@ -10,6 +10,7 @@ from shapely.ops import unary_union
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from game.ato.flightstate import InCombat, InFlight
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from game.utils import dcs_to_shapely_point
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from .joinablecombat import JoinableCombat
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from .. import GameUpdateEvents
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if TYPE_CHECKING:
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from game.ato import Flight
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@ -60,7 +61,7 @@ class AirCombat(JoinableCombat):
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def describe(self) -> str:
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return f"in air-to-air combat"
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def resolve(self, results: SimulationResults) -> None:
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def resolve(self, results: SimulationResults, events: GameUpdateEvents) -> None:
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blue = []
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red = []
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for flight in self.flights:
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@ -87,11 +88,11 @@ class AirCombat(JoinableCombat):
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logging.debug(f"{self} auto-resolved as red victory")
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for flight in loser:
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flight.kill(results)
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flight.kill(results, events)
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for flight in winner:
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assert isinstance(flight.state, InCombat)
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if random.random() / flight.count >= 0.5:
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flight.kill(results)
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flight.kill(results, events)
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else:
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flight.state.exit_combat()
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@ -6,6 +6,7 @@ from datetime import timedelta
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from typing import TYPE_CHECKING
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from .frozencombat import FrozenCombat
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from .. import GameUpdateEvents
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if TYPE_CHECKING:
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from game.ato import Flight
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@ -26,7 +27,7 @@ class AtIp(FrozenCombat):
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def iter_flights(self) -> Iterator[Flight]:
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yield self.flight
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def resolve(self, results: SimulationResults) -> None:
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def resolve(self, results: SimulationResults, events: GameUpdateEvents) -> None:
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logging.debug(
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f"{self.flight} attack on {self.flight.package.target} auto-resolved with "
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"mission failure but no losses"
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@ -8,6 +8,7 @@ from typing import TYPE_CHECKING
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from game.ato.flightstate import InCombat
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from .frozencombat import FrozenCombat
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from .. import GameUpdateEvents
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if TYPE_CHECKING:
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from game.ato import Flight
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@ -36,11 +37,11 @@ class DefendingSam(FrozenCombat):
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def iter_flights(self) -> Iterator[Flight]:
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yield self.flight
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def resolve(self, results: SimulationResults) -> None:
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def resolve(self, results: SimulationResults, events: GameUpdateEvents) -> None:
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assert isinstance(self.flight.state, InCombat)
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if random.random() / self.flight.count >= 0.5:
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logging.debug(f"Air defense combat auto-resolved with {self.flight} lost")
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self.flight.kill(results)
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self.flight.kill(results, events)
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else:
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logging.debug(
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f"Air defense combat auto-resolved with {self.flight} surviving"
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@ -7,6 +7,7 @@ from datetime import timedelta
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from typing import TYPE_CHECKING
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from game.ato.flightstate import InCombat, InFlight
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from .. import GameUpdateEvents
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if TYPE_CHECKING:
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from game.ato import Flight
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@ -19,15 +20,17 @@ class FrozenCombat(ABC):
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self.freeze_duration = freeze_duration
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self.elapsed_time = timedelta()
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def on_game_tick(self, duration: timedelta, results: SimulationResults) -> bool:
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def on_game_tick(
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self, duration: timedelta, results: SimulationResults, events: GameUpdateEvents
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) -> bool:
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self.elapsed_time += duration
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if self.elapsed_time >= self.freeze_duration:
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self.resolve(results)
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self.resolve(results, events)
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return True
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return False
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@abstractmethod
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def resolve(self, results: SimulationResults) -> None:
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def resolve(self, results: SimulationResults, events: GameUpdateEvents) -> None:
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...
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@abstractmethod
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