Attempt to reset the simulation on abort.

This is optional because I really don't know if I trust it. I don't see
much wrong with it (aside from the warning about not using it with auto-
resolve, because it won't restore lost aircraft), but it's really not
something I'd built for since it's not going to be possible as the RTS
features grow.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2735.
This commit is contained in:
Dan Albert 2023-05-19 00:56:55 -07:00
parent 527eac1f4a
commit 4b4c45e90f
7 changed files with 44 additions and 5 deletions

View File

@ -24,6 +24,7 @@ Saves from 6.x are not compatible with 7.0.
* **[Mission Generation]** Wind speeds no longer follow a uniform distribution. Median wind speeds are now much lower and the standard deviation has been reduced considerably at altitude but increased somewhat at MSL.
* **[Mission Generation]** Improved task generation for SEAD flights carrying TALDs.
* **[Mission Generation]** Added task timeout for SEAD flights with TALDs to prevent AI from overflying the target.
* **[Mission Generation]** Added (experimental!) option to rewind when aborting take off. This will allow you to modify your ATO after clicking take off without having to reload your game.
* **[Modding]** Updated Community A-4E-C mod version support to 2.1.0 release.
* **[Modding]** Add support for VSN F-4B and F-4C mod.
* **[Modding]** Added support for AI C-47 mod.

View File

@ -324,6 +324,19 @@ class Settings:
"modifications."
),
)
reset_simulation_on_abort: bool = boolean_option(
"Reset mission to pre-take off conditions on abort (experimental)",
page=MISSION_GENERATOR_PAGE,
section=GAMEPLAY_SECTION,
default=False,
detail=(
"If enabled, the fast-forward effects will be rewound when aborting take "
"off. <strong>DO NOT USE THIS WITH AUTO-RESOLVE ENABLED.</strong> Lost "
"aircraft will not be recovered. This option is experimental and may not "
"work. It is always safer to reload your save after abort when using fast-"
"forward."
),
)
player_mission_interrupts_sim_at: Optional[StartType] = choices_option(
"Player missions interrupt fast forward",
page=MISSION_GENERATOR_PAGE,

View File

@ -11,12 +11,12 @@ from game.ato.flightstate import (
Uninitialized,
)
from .combat import CombatInitiator, FrozenCombat
from .gameupdateevents import GameUpdateEvents
from .simulationresults import SimulationResults
if TYPE_CHECKING:
from game import Game
from game.ato import Flight
from .gameupdateevents import GameUpdateEvents
class AircraftSimulation:
@ -69,9 +69,13 @@ class AircraftSimulation:
for flight in self.iter_flights():
flight.state.reinitialize(now)
def reset(self) -> None:
def reset(self, events: GameUpdateEvents | None = None) -> None:
if events is None:
events = GameUpdateEvents()
for flight in self.iter_flights():
flight.set_state(Uninitialized(flight, self.game.settings))
events.update_flight(flight)
self.combats = []
def iter_flights(self) -> Iterator[Flight]:
packages = itertools.chain(

View File

@ -36,6 +36,14 @@ class GameLoop:
def elapsed_time(self) -> timedelta:
return self.sim.time - self.game.conditions.start_time
def reset(self) -> None:
self.pause()
self.events = GameUpdateEvents()
self.sim.reset(self.events)
self.send_update(rate_limit=False)
self.started = False
self.completed = False
def start(self) -> None:
if self.started:
raise RuntimeError("Cannot start game loop because it has already started")

View File

@ -33,6 +33,11 @@ class MissionSimulation:
self.completed = False
self.time = self.game.conditions.start_time
def reset(self, events: GameUpdateEvents) -> None:
self.completed = False
self.time = self.game.conditions.start_time
self.aircraft_simulation.reset(events)
def begin_simulation(self) -> None:
self.time = self.game.conditions.start_time
self.aircraft_simulation.begin_simulation()

View File

@ -84,6 +84,9 @@ class SimController(QObject):
with self.game_loop.paused_sim():
yield
def reset_simulation(self) -> None:
self.game_loop.reset()
def run_to_first_contact(self) -> None:
self.game_loop.run_to_first_contact()

View File

@ -111,7 +111,7 @@ class QWaitingForMissionResultWindow(QDialog):
self.manually_submit.clicked.connect(self.submit_manually)
self.actions_layout.addWidget(self.manually_submit)
self.cancel = QPushButton("Abort mission")
self.cancel.clicked.connect(self.close)
self.cancel.clicked.connect(self.reject)
self.actions_layout.addWidget(self.cancel)
self.gridLayout.addWidget(self.actions, 2, 0)
@ -122,7 +122,7 @@ class QWaitingForMissionResultWindow(QDialog):
self.manually_submit2.clicked.connect(self.submit_manually)
self.actions2_layout.addWidget(self.manually_submit2)
self.cancel2 = QPushButton("Abort mission")
self.cancel2.clicked.connect(self.close)
self.cancel2.clicked.connect(self.reject)
self.actions2_layout.addWidget(self.cancel2)
self.proceed = QPushButton("Accept results")
self.proceed.setProperty("style", "btn-success")
@ -133,6 +133,11 @@ class QWaitingForMissionResultWindow(QDialog):
self.layout.addLayout(self.gridLayout, 1, 0)
self.setLayout(self.layout)
def reject(self) -> None:
if self.game.settings.reset_simulation_on_abort:
self.sim_controller.reset_simulation()
super().reject()
@staticmethod
def add_update_row(description: str, count: int, layout: QGridLayout) -> None:
row = layout.rowCount()
@ -217,7 +222,7 @@ class QWaitingForMissionResultWindow(QDialog):
GameUpdateSignal.get_instance().sendDebriefing(self.debriefing)
GameUpdateSignal.get_instance().updateGame(self.game)
self.close()
self.accept()
def closeEvent(self, evt):
super(QWaitingForMissionResultWindow, self).closeEvent(evt)