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This is the first step in a larger project to add play/pause buttons to the Liberation UI so the mission can be generated at any point. docs/design/turnless.md describes the plan. This adds an option to fast forward the turn to first contact before generating the mission. None of that is reflected in the UI (for now), but the miz will be generated with many flights in the air. For now "first contact" means as soon as any flight reaches its IP. I'll follow up to add threat checking so that air-to-air combat also triggers this, as will entering a SAM's threat zone. This also includes an option to halt fast-forward whenever a player flight reaches a certain mission-prep phase. This can be used to avoid fast forwarding past the player's startup time, taxi time, or takeoff time. By default this option is disabled so player aircraft may start in the air (possibly even at their IP if they're the first mission to reach IP). Fuel states do not currently account for distance traveled during fast forward. That will come later. https://github.com/dcs-liberation/dcs_liberation/issues/1681
135 lines
5.1 KiB
Python
135 lines
5.1 KiB
Python
from __future__ import annotations
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import logging
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from datetime import datetime, timedelta
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from typing import TYPE_CHECKING
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from dcs import Point
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from game.ato.flightstate import Completed
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from game.ato.flightstate.flightstate import FlightState
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from game.ato.flightwaypointtype import FlightWaypointType
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from game.ato.starttype import StartType
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from game.utils import Distance, Speed, meters
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from gen.flights.flightplan import LoiterFlightPlan, PatrollingFlightPlan
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if TYPE_CHECKING:
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from game.ato.flight import Flight
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from game.settings import Settings
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def lerp(v0: float, v1: float, t: float) -> float:
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return (1 - t) * v0 + t * v1
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class InFlight(FlightState):
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def __init__(self, flight: Flight, settings: Settings) -> None:
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super().__init__(flight, settings)
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self.waypoints = flight.flight_plan.iter_waypoints()
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# TODO: Error checking for stupid flight plans with fewer than two waypoints.
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self.current_waypoint = next(self.waypoints)
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self.next_waypoint = next(self.waypoints)
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self.passed_waypoints = {self.current_waypoint}
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self.total_time_to_next_waypoint = self._total_time()
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self.elapsed_time = timedelta()
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def _total_time(self) -> timedelta:
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if isinstance(self.flight.flight_plan, PatrollingFlightPlan):
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# Racetracks should remain at the first waypoint until the patrol ends so
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# that the waypoint generation doesn't need to reverse the orbit direction.
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if self.current_waypoint == self.flight.flight_plan.patrol_start:
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return self.flight.flight_plan.patrol_duration
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# Loiter time is already built into travel_time_between_waypoints.
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return self.flight.flight_plan.travel_time_between_waypoints(
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self.current_waypoint, self.next_waypoint
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)
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def progress(self) -> float:
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return (
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self.elapsed_time.total_seconds()
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/ self.total_time_to_next_waypoint.total_seconds()
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)
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def estimate_position(self) -> Point:
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# TODO: Make Loiter and RaceTrack distinct FlightStates.
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if isinstance(self.flight.flight_plan, PatrollingFlightPlan):
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# Prevent spawning racetracks in the middle of a leg. For simplicity we
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# always start the aircraft at the beginning of the racetrack.
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if self.current_waypoint == self.flight.flight_plan.patrol_start:
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return self.current_waypoint.position
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elif isinstance(self.flight.flight_plan, LoiterFlightPlan):
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if (
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self.current_waypoint == self.flight.flight_plan.hold
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and self.elapsed_time < self.flight.flight_plan.hold_duration
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):
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return self.current_waypoint.position
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x0 = self.current_waypoint.position.x
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y0 = self.current_waypoint.position.y
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x1 = self.next_waypoint.position.x
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y1 = self.next_waypoint.position.y
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progress = self.progress()
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return Point(lerp(x0, x1, progress), lerp(y0, y1, progress))
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def estimate_altitude(self) -> tuple[Distance, str]:
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# TODO: Should count progress as 0 until departing a hold.
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return (
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meters(
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lerp(
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self.current_waypoint.alt.meters,
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self.next_waypoint.alt.meters,
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self.progress(),
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)
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),
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self.current_waypoint.alt_type,
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)
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def estimate_speed(self) -> Speed:
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# TODO: Patrol/loiter speeds may be different.
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return self.flight.flight_plan.speed_between_waypoints(
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self.current_waypoint, self.next_waypoint
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)
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def update_waypoints(self) -> None:
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self.current_waypoint = self.next_waypoint
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self.passed_waypoints.add(self.current_waypoint)
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try:
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self.next_waypoint = next(self.waypoints)
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except StopIteration:
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self.flight.set_state(Completed(self.flight, self.settings))
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self.total_time_to_next_waypoint = self._total_time()
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self.elapsed_time = timedelta()
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def on_game_tick(self, time: datetime, duration: timedelta) -> None:
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self.elapsed_time += duration
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if self.elapsed_time > self.total_time_to_next_waypoint:
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self.update_waypoints()
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def should_halt_sim(self) -> bool:
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contact_types = {
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FlightWaypointType.INGRESS_BAI,
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FlightWaypointType.INGRESS_CAS,
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FlightWaypointType.INGRESS_DEAD,
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FlightWaypointType.INGRESS_OCA_AIRCRAFT,
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FlightWaypointType.INGRESS_OCA_RUNWAY,
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FlightWaypointType.INGRESS_SEAD,
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FlightWaypointType.INGRESS_STRIKE,
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}
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# TODO: Check against enemy threats.
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if self.current_waypoint.waypoint_type in contact_types:
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logging.info(
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f"Interrupting simulation because {self.flight} has reached its "
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"ingress point"
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)
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return True
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return False
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@property
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def is_waiting_for_start(self) -> bool:
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return False
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@property
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def spawn_type(self) -> StartType:
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return StartType.IN_FLIGHT
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