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https://github.com/dcs-liberation/dcs_liberation.git
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Simplfy fast forward settings, introduce ability to skip combat instead of resolving. (#3448)
This PR simplifies fast forward settings and introduces the ability to skip combat instead of resolving.
This commit is contained in:
@@ -10,6 +10,7 @@ from typing_extensions import TYPE_CHECKING
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from game.ato.flightstate import (
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Uninitialized,
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)
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from game.settings.settings import FastForwardStopCondition, CombatResolutionMethod
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from .combat import CombatInitiator, FrozenCombat
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from .gameupdateevents import GameUpdateEvents
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from .simulationresults import SimulationResults
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@@ -32,7 +33,7 @@ class AircraftSimulation:
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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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if not self._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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@@ -42,7 +43,13 @@ 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(time, duration, self.results, events):
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if combat.on_game_tick(
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time,
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duration,
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self.results,
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events,
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self.game.settings.combat_resolution_method,
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):
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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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@@ -61,7 +68,7 @@ class AircraftSimulation:
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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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if not self._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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@@ -80,3 +87,11 @@ class AircraftSimulation:
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)
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for package in packages:
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yield from package.flights
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def _auto_resolve_combat(self) -> bool:
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return (
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self.game.settings.fast_forward_stop_condition
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!= FastForwardStopCondition.DISABLED
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and self.game.settings.combat_resolution_method
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!= CombatResolutionMethod.PAUSE
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)
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@@ -8,6 +8,7 @@ from typing import TYPE_CHECKING
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from shapely.ops import unary_union
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from game.ato.flightstate import InCombat, InFlight
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from game.settings.settings import CombatResolutionMethod
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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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@@ -67,7 +68,15 @@ class AirCombat(JoinableCombat):
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events: GameUpdateEvents,
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time: datetime,
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elapsed_time: timedelta,
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resolution_method: CombatResolutionMethod,
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) -> None:
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if resolution_method is CombatResolutionMethod.SKIP:
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for flight in self.flights:
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assert isinstance(flight.state, InCombat)
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flight.state.exit_combat(events, time, elapsed_time)
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return
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blue = []
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red = []
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for flight in self.flights:
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@@ -8,6 +8,7 @@ from typing import TYPE_CHECKING
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from .frozencombat import FrozenCombat
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from .. import GameUpdateEvents
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from ...ato.flightstate import InCombat
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from game.settings.settings import CombatResolutionMethod
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if TYPE_CHECKING:
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from game.ato import Flight
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@@ -34,6 +35,7 @@ class AtIp(FrozenCombat):
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events: GameUpdateEvents,
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time: datetime,
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elapsed_time: timedelta,
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resolution_method: CombatResolutionMethod,
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) -> 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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@@ -7,6 +7,7 @@ from datetime import datetime, timedelta
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from typing import TYPE_CHECKING
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from game.ato.flightstate import InCombat
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from game.settings.settings import CombatResolutionMethod
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from .frozencombat import FrozenCombat
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from .. import GameUpdateEvents
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@@ -43,8 +44,14 @@ class DefendingSam(FrozenCombat):
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events: GameUpdateEvents,
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time: datetime,
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elapsed_time: timedelta,
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resolution_method: CombatResolutionMethod,
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) -> None:
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assert isinstance(self.flight.state, InCombat)
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if resolution_method is CombatResolutionMethod.SKIP:
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self.flight.state.exit_combat(events, time, elapsed_time)
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return
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if random.random() >= 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, events)
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@@ -7,6 +7,7 @@ from datetime import datetime, 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 game.settings.settings import CombatResolutionMethod
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from .. import GameUpdateEvents
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if TYPE_CHECKING:
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@@ -26,10 +27,11 @@ class FrozenCombat(ABC):
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duration: timedelta,
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results: SimulationResults,
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events: GameUpdateEvents,
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resolution_method: CombatResolutionMethod,
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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, events, time, self.elapsed_time)
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self.resolve(results, events, time, self.elapsed_time, resolution_method)
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return True
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return False
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@@ -40,6 +42,7 @@ class FrozenCombat(ABC):
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events: GameUpdateEvents,
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time: datetime,
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elapsed_time: timedelta,
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resolution_method: CombatResolutionMethod,
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) -> None: ...
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@abstractmethod
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@@ -65,7 +65,7 @@ class GameLoop:
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self.start()
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logging.info("Running sim to first contact")
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while not self.completed:
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self.tick(suppress_events=True)
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self.tick(suppress_events=False)
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def pause_and_generate_miz(self, output: Path) -> None:
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self.pause()
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