from __future__ import annotations import uuid from datetime import datetime, timedelta from typing import Any, List, Optional, TYPE_CHECKING from dcs import Point from dcs.planes import C_101CC, C_101EB, Su_33 from game.savecompat import has_save_compat_for from .flightroster import FlightRoster from .flightstate import FlightState, Uninitialized from .loadouts import Loadout if TYPE_CHECKING: from game.dcs.aircrafttype import AircraftType from game.sim.gameupdateevents import GameUpdateEvents from game.squadrons import Squadron, Pilot from game.theater import ControlPoint, MissionTarget from game.transfers import TransferOrder from .flighttype import FlightType from .flightwaypoint import FlightWaypoint from .package import Package from .starttype import StartType class Flight: def __init__( self, package: Package, country: str, squadron: Squadron, count: int, flight_type: FlightType, start_type: StartType, divert: Optional[ControlPoint], custom_name: Optional[str] = None, cargo: Optional[TransferOrder] = None, roster: Optional[FlightRoster] = None, ) -> None: self.id = uuid.uuid4() self.package = package self.country = country self.squadron = squadron self.squadron.claim_inventory(count) if roster is None: self.roster = FlightRoster(self.squadron, initial_size=count) else: self.roster = roster self.divert = divert self.flight_type = flight_type # TODO: Replace with FlightPlan. self.targets: List[MissionTarget] = [] self.loadout = Loadout.default_for(self) self.start_type = start_type self.use_custom_loadout = False self.custom_name = custom_name # Only used by transport missions. self.cargo = cargo # Flight properties that can be set in the mission editor. This is used for # things like HMD selection, ripple quantity, etc. Any values set here will take # the place of the defaults defined by DCS. # # This is a part of the Flight rather than the Loadout because DCS does not # associate these choices with the loadout, and we don't want to reset these # options when players switch loadouts. self.props: dict[str, Any] = {} # Used for simulating the travel to first contact. self.state: FlightState = Uninitialized(self, squadron.settings) # Will be replaced with a more appropriate FlightPlan by # FlightPlanBuilder, but an empty flight plan the flight begins with an # empty flight plan. from game.ato.flightplan import FlightPlan, CustomFlightPlan self.flight_plan: FlightPlan = CustomFlightPlan( package=package, flight=self, custom_waypoints=[] ) def __getstate__(self) -> dict[str, Any]: state = self.__dict__.copy() # Avoid persisting the flight state since that's not (currently) used outside # mission generation. This is a bit of a hack for the moment and in the future # we will need to persist the flight state, but for now keep it out of save # compat (it also contains a generator that cannot be pickled). del state["state"] return state @has_save_compat_for(6) def __setstate__(self, state: dict[str, Any]) -> None: state["state"] = Uninitialized(self, state["squadron"].settings) if "props" not in state: state["props"] = {} if "id" not in state: state["id"] = uuid.uuid4() self.__dict__.update(state) @property def blue(self) -> bool: return self.squadron.player @property def departure(self) -> ControlPoint: return self.squadron.location @property def arrival(self) -> ControlPoint: return self.squadron.arrival @property def count(self) -> int: return self.roster.max_size @property def client_count(self) -> int: return self.roster.player_count @property def unit_type(self) -> AircraftType: return self.squadron.aircraft @property def from_cp(self) -> ControlPoint: return self.departure @property def points(self) -> List[FlightWaypoint]: return self.flight_plan.waypoints[1:] def position(self) -> Point: return self.state.estimate_position() def resize(self, new_size: int) -> None: self.squadron.claim_inventory(new_size - self.count) self.roster.resize(new_size) def set_pilot(self, index: int, pilot: Optional[Pilot]) -> None: self.roster.set_pilot(index, pilot) @property def missing_pilots(self) -> int: return self.roster.missing_pilots def return_pilots_and_aircraft(self) -> None: self.roster.clear() self.squadron.claim_inventory(-self.count) def max_takeoff_fuel(self) -> Optional[float]: # Special case so Su 33 and C101 can take off unit_type = self.unit_type.dcs_unit_type if unit_type == Su_33: if self.flight_type.is_air_to_air: return Su_33.fuel_max / 2.2 else: return Su_33.fuel_max * 0.8 elif unit_type in {C_101EB, C_101CC}: return unit_type.fuel_max * 0.5 return None def __repr__(self) -> str: if self.custom_name: return f"{self.custom_name} {self.count} x {self.unit_type}" return f"[{self.flight_type}] {self.count} x {self.unit_type}" def __str__(self) -> str: if self.custom_name: return f"{self.custom_name} {self.count} x {self.unit_type}" return f"[{self.flight_type}] {self.count} x {self.unit_type}" def set_state(self, state: FlightState) -> None: self.state = state def on_game_tick( self, events: GameUpdateEvents, time: datetime, duration: timedelta ) -> None: self.state.on_game_tick(events, time, duration) def should_halt_sim(self) -> bool: return self.state.should_halt_sim()