from __future__ import annotations import itertools import logging from collections.abc import Iterator from datetime import timedelta from typing import Optional, TYPE_CHECKING from .aircombat import AirCombat from .aircraftengagementzones import AircraftEngagementZones from .atip import AtIp from .defendingsam import DefendingSam from .joinablecombat import JoinableCombat from .samengagementzones import SamEngagementZones from ..gameupdateevents import GameUpdateEvents if TYPE_CHECKING: from game import Game from game.ato import Flight from .frozencombat import FrozenCombat class CombatInitiator: def __init__( self, game: Game, combats: list[FrozenCombat], events: GameUpdateEvents ) -> None: self.game = game self.combats = combats self.events = events def update_active_combats(self) -> None: blue_a2a = AircraftEngagementZones.from_ato(self.game.blue.ato) red_a2a = AircraftEngagementZones.from_ato(self.game.red.ato) blue_sam = SamEngagementZones.from_theater(self.game.theater, player=True) red_sam = SamEngagementZones.from_theater(self.game.theater, player=False) # Check each vulnerable flight to see if it has initiated combat. If any flight # initiates combat, a single FrozenCombat will be created for all involved # flights and the FlightState of each flight will be updated accordingly. # # There's some nuance to this behavior. Duplicate combats are avoided because # InCombat flight states are not considered vulnerable. That means that once an # aircraft has entered combat it will not be rechecked later in the loop or on # another tick. for flight in self.iter_flights(): if flight.state.in_combat: return if flight.squadron.player: a2a = red_a2a own_a2a = blue_a2a sam = red_sam else: a2a = blue_a2a own_a2a = red_a2a sam = blue_sam self.check_flight_for_combat(flight, a2a, own_a2a, sam) def check_flight_for_combat( self, flight: Flight, a2a: AircraftEngagementZones, own_a2a: AircraftEngagementZones, sam: SamEngagementZones, ) -> None: if (joined := self.check_flight_for_joined_combat(flight)) is not None: logging.info(f"{flight} is joining existing combat {joined}") joined.join(flight) own_a2a.remove_flight(flight) self.events.update_combat(joined) elif (combat := self.check_flight_for_new_combat(flight, a2a, sam)) is not None: logging.info(f"Creating new combat because {combat.because()}") combat.update_flight_states() # Remove any preoccupied flights from the list of potential air-to-air # threats. This prevents BARCAPs (and other air-to-air types) from getting # involved in multiple combats simultaneously. Additional air-to-air # aircraft may join existing combats, but they will not create new combats. a2a.update_for_combat(combat) own_a2a.update_for_combat(combat) self.combats.append(combat) self.events.new_combat(combat) def check_flight_for_joined_combat( self, flight: Flight ) -> Optional[JoinableCombat]: for combat in self.combats: if isinstance(combat, JoinableCombat) and combat.joinable_by(flight): return combat return None @staticmethod def check_flight_for_new_combat( flight: Flight, a2a: AircraftEngagementZones, sam: SamEngagementZones ) -> Optional[FrozenCombat]: if not flight.state.in_flight: return None if flight.state.is_at_ip and not flight.state.avoid_further_combat: return AtIp(timedelta(minutes=1), flight) position = flight.state.estimate_position() if flight.state.vulnerable_to_intercept and a2a.covers(position): flights = [flight] flights.extend(a2a.iter_intercepting_flights(position)) return AirCombat(timedelta(minutes=1), flights) if flight.state.vulnerable_to_sam and sam.covers(position): return DefendingSam( timedelta(minutes=1), flight, list(sam.iter_threatening_sams(position)) ) return None 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