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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
66 lines
2.2 KiB
Python
66 lines
2.2 KiB
Python
from __future__ import annotations
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from datetime import timedelta
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from typing import Optional, Sequence, TYPE_CHECKING, Union
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from dcs import Point
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from dcs.point import MovingPoint, PointAction
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from dcs.unit import Unit
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from game.utils import Distance, meters
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from game.ato.flightwaypointtype import FlightWaypointType
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if TYPE_CHECKING:
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from game.theater import ControlPoint, MissionTarget
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class FlightWaypoint:
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def __init__(
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self,
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waypoint_type: FlightWaypointType,
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x: float,
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y: float,
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alt: Distance = meters(0),
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control_point: Optional[ControlPoint] = None,
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) -> None:
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"""Creates a flight waypoint.
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Args:
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waypoint_type: The waypoint type.
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x: X coordinate of the waypoint.
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y: Y coordinate of the waypoint.
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alt: Altitude of the waypoint. By default this is MSL, but it can be
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changed to AGL by setting alt_type to "RADIO"
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control_point: The control point to associate with this waypoint. Needed for
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landing points.
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"""
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self.waypoint_type = waypoint_type
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self.x = x
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self.y = y
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self.alt = alt
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self.control_point = control_point
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self.alt_type = "BARO"
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self.name = ""
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# TODO: Merge with pretty_name.
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# Only used in the waypoint list in the flight edit page. No sense
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# having three names. A short and long form is enough.
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self.description = ""
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self.targets: Sequence[Union[MissionTarget, Unit]] = []
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self.obj_name = ""
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self.pretty_name = ""
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self.only_for_player = False
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self.flyover = False
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# The minimum amount of fuel remaining at this waypoint in pounds.
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self.min_fuel: Optional[float] = None
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# These are set very late by the air conflict generator (part of mission
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# generation). We do it late so that we don't need to propagate changes
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# to waypoint times whenever the player alters the package TOT or the
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# flight's offset in the UI.
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self.tot: Optional[timedelta] = None
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self.departure_time: Optional[timedelta] = None
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@property
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def position(self) -> Point:
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return Point(self.x, self.y)
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