from __future__ import annotations import logging from datetime import datetime, timedelta from typing import TYPE_CHECKING from dcs import Point from game.ato.flightstate import Completed from game.ato.flightstate.flightstate import FlightState from game.ato.flightwaypointtype import FlightWaypointType from game.ato.starttype import StartType from game.utils import Distance, Speed, meters from gen.flights.flightplan import LoiterFlightPlan, PatrollingFlightPlan if TYPE_CHECKING: from game.ato.flight import Flight from game.settings import Settings def lerp(v0: float, v1: float, t: float) -> float: return (1 - t) * v0 + t * v1 class InFlight(FlightState): def __init__(self, flight: Flight, settings: Settings) -> None: super().__init__(flight, settings) self.waypoints = flight.flight_plan.iter_waypoints() # TODO: Error checking for stupid flight plans with fewer than two waypoints. self.current_waypoint = next(self.waypoints) self.next_waypoint = next(self.waypoints) self.passed_waypoints = {self.current_waypoint} self.total_time_to_next_waypoint = self._total_time() self.elapsed_time = timedelta() def _total_time(self) -> timedelta: if isinstance(self.flight.flight_plan, PatrollingFlightPlan): # Racetracks should remain at the first waypoint until the patrol ends so # that the waypoint generation doesn't need to reverse the orbit direction. if self.current_waypoint == self.flight.flight_plan.patrol_start: return self.flight.flight_plan.patrol_duration # Loiter time is already built into travel_time_between_waypoints. return self.flight.flight_plan.travel_time_between_waypoints( self.current_waypoint, self.next_waypoint ) def progress(self) -> float: return ( self.elapsed_time.total_seconds() / self.total_time_to_next_waypoint.total_seconds() ) def estimate_position(self) -> Point: # TODO: Make Loiter and RaceTrack distinct FlightStates. if isinstance(self.flight.flight_plan, PatrollingFlightPlan): # Prevent spawning racetracks in the middle of a leg. For simplicity we # always start the aircraft at the beginning of the racetrack. if self.current_waypoint == self.flight.flight_plan.patrol_start: return self.current_waypoint.position elif isinstance(self.flight.flight_plan, LoiterFlightPlan): if ( self.current_waypoint == self.flight.flight_plan.hold and self.elapsed_time < self.flight.flight_plan.hold_duration ): return self.current_waypoint.position x0 = self.current_waypoint.position.x y0 = self.current_waypoint.position.y x1 = self.next_waypoint.position.x y1 = self.next_waypoint.position.y progress = self.progress() return Point(lerp(x0, x1, progress), lerp(y0, y1, progress)) def estimate_altitude(self) -> tuple[Distance, str]: # TODO: Should count progress as 0 until departing a hold. return ( meters( lerp( self.current_waypoint.alt.meters, self.next_waypoint.alt.meters, self.progress(), ) ), self.current_waypoint.alt_type, ) def estimate_speed(self) -> Speed: # TODO: Patrol/loiter speeds may be different. return self.flight.flight_plan.speed_between_waypoints( self.current_waypoint, self.next_waypoint ) def update_waypoints(self) -> None: self.current_waypoint = self.next_waypoint self.passed_waypoints.add(self.current_waypoint) try: self.next_waypoint = next(self.waypoints) except StopIteration: self.flight.set_state(Completed(self.flight, self.settings)) self.total_time_to_next_waypoint = self._total_time() self.elapsed_time = timedelta() def on_game_tick(self, time: datetime, duration: timedelta) -> None: self.elapsed_time += duration if self.elapsed_time > self.total_time_to_next_waypoint: self.update_waypoints() def should_halt_sim(self) -> bool: contact_types = { FlightWaypointType.INGRESS_BAI, FlightWaypointType.INGRESS_CAS, FlightWaypointType.INGRESS_DEAD, FlightWaypointType.INGRESS_OCA_AIRCRAFT, FlightWaypointType.INGRESS_OCA_RUNWAY, FlightWaypointType.INGRESS_SEAD, FlightWaypointType.INGRESS_STRIKE, } # TODO: Check against enemy threats. if self.current_waypoint.waypoint_type in contact_types: logging.info( f"Interrupting simulation because {self.flight} has reached its " "ingress point" ) return True return False @property def is_waiting_for_start(self) -> bool: return False @property def spawn_type(self) -> StartType: return StartType.IN_FLIGHT