dcs_liberation/game/ato/flight.py
Dan Albert 452848fd2a Make TOT waypoints non-optional for flight plans.
Flights without a meaningful TOT make the code around startup time (and
other scheduling behaviors) unnecessarily complicated because they have
to handle unpredictable flight plans. We can simplify this by requiring
that all flight plans have a waypoint associated with their TOT. For
custom flight plans, we can just fall back to the takeoff waypoint. For
RTB flight plans (which are only synthetic flight plans injected for
aborted flights), we can use the abort point.

This also means that all flight plans now have, at the very least, a
departure waypoint. Deleting this waypoint is invalid even for custom
flights, so that's no a problem.
2022-09-02 21:13:23 -07:00

274 lines
9.6 KiB
Python

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 .flightplans.planningerror import PlanningError
from .flightplans.waypointbuilder import WaypointBuilder
from .flightroster import FlightRoster
from .flightstate import FlightState, Navigating, Uninitialized
from .flightstate.killed import Killed
from .loadouts import Loadout
from .packagewaypoints import PackageWaypoints
from ..sidc import (
Entity,
SidcDescribable,
StandardIdentity,
Status,
SymbolSet,
)
if TYPE_CHECKING:
from game.dcs.aircrafttype import AircraftType
from game.sim.gameupdateevents import GameUpdateEvents
from game.sim.simulationresults import SimulationResults
from game.squadrons import Squadron, Pilot
from game.theater import ControlPoint, MissionTarget
from game.transfers import TransferOrder
from .flightplans.flightplan import FlightPlan
from .flighttype import FlightType
from .flightwaypoint import FlightWaypoint
from .package import Package
from .starttype import StartType
class Flight(SidcDescribable):
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.coalition = squadron.coalition
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 later, but start with a
# cheaply constructed one since adding more flights to the package may affect
# the optimal layout.
from .flightplans.custom import CustomFlightPlan, CustomLayout
self.flight_plan: FlightPlan[Any] = CustomFlightPlan(
self,
CustomLayout(
departure=WaypointBuilder(self, self.coalition).takeoff(self.departure),
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
def __setstate__(self, state: dict[str, Any]) -> None:
state["state"] = Uninitialized(self, state["squadron"].settings)
self.__dict__.update(state)
@property
def blue(self) -> bool:
return self.squadron.player
@property
def standard_identity(self) -> StandardIdentity:
return StandardIdentity.FRIEND if self.blue else StandardIdentity.HOSTILE_FAKER
@property
def sidc_status(self) -> Status:
return Status.PRESENT if self.alive else Status.PRESENT_DESTROYED
@property
def symbol_set_and_entity(self) -> tuple[SymbolSet, Entity]:
return SymbolSet.AIR, self.flight_type.entity_type
@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 is_helo(self) -> bool:
return self.unit_type.dcs_unit_type.helicopter
@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 abort(self) -> None:
from .flightplans.rtb import RtbFlightPlan
self.flight_plan = RtbFlightPlan.builder_type()(self).build()
self.set_state(
Navigating(
self,
self.squadron.settings,
self.flight_plan.abort_index,
has_aborted=True,
)
)
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()
@property
def alive(self) -> bool:
return self.state.alive
def kill(self, results: SimulationResults, events: GameUpdateEvents) -> None:
# This is a bit messy while we're in transition from turn-based to turnless
# because we want the simulation to have minimal impact on the save game while
# turns exist so that loading a game is essentially a way to reset the
# simulation to the start of the turn. As such, we don't actually want to mark
# pilots killed or reduce squadron aircraft availability, but we do still need
# the UI to reflect that aircraft were lost and avoid generating those flights
# when the mission is generated.
#
# For now we do this by logging the kill in the SimulationResults, which is
# similar to the Debriefing. We also set the flight's state to Killed, which
# will prevent it from being spawned in the mission and updates the SIDC.
# This does leave an opportunity for players to cheat since the UI won't stop
# them from cancelling a dead flight, returning the aircraft to the pool. Not a
# big deal for now.
# TODO: Support partial kills.
self.set_state(
Killed(self.state.estimate_position(), self, self.squadron.settings)
)
events.update_flight(self)
for pilot in self.roster.pilots:
if pilot is not None:
results.kill_pilot(self, pilot)
def recreate_flight_plan(self) -> None:
self.flight_plan = self._make_flight_plan()
def _make_flight_plan(self) -> FlightPlan[Any]:
from game.navmesh import NavMeshError
from .flightplans.flightplanbuildertypes import FlightPlanBuilderTypes
try:
if self.package.waypoints is None:
self.package.waypoints = PackageWaypoints.create(
self.package, self.coalition
)
builder = FlightPlanBuilderTypes.for_flight(self)(self)
return builder.build()
except NavMeshError as ex:
color = "blue" if self.squadron.player else "red"
raise PlanningError(
f"Could not plan {color} {self.flight_type.value} from "
f"{self.departure} to {self.package.target}"
) from ex