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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
85 lines
3.1 KiB
Python
85 lines
3.1 KiB
Python
import logging
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from dcs.point import MovingPoint
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from dcs.task import (
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ActivateBeaconCommand,
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ControlledTask,
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EngageTargets,
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OrbitAction,
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Tanker,
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Targets,
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)
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from game.ato import FlightType
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from gen.flights.flightplan import PatrollingFlightPlan
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from .pydcswaypointbuilder import PydcsWaypointBuilder
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class RaceTrackBuilder(PydcsWaypointBuilder):
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def add_tasks(self, waypoint: MovingPoint) -> None:
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flight_plan = self.flight.flight_plan
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if not isinstance(flight_plan, PatrollingFlightPlan):
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flight_plan_type = flight_plan.__class__.__name__
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logging.error(
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f"Cannot create race track for {self.flight} because "
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f"{flight_plan_type} does not define a patrol."
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)
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return
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# NB: It's important that the engage task comes before the orbit task.
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# Though they're on the same waypoint, if the orbit task comes first it
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# is their first priority and they will not engage any targets because
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# they're fully focused on orbiting. If the STE task is first, they will
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# engage targets if available and orbit if they find nothing to shoot.
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if self.flight.flight_type is FlightType.REFUELING:
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self.configure_refueling_actions(waypoint)
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# TODO: Move the properties of this task into the flight plan?
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# CAP is the only current user of this so it's not a big deal, but might
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# be good to make this usable for things like BAI when we add that
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# later.
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cap_types = {FlightType.BARCAP, FlightType.TARCAP}
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if self.flight.flight_type in cap_types:
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engagement_distance = int(flight_plan.engagement_distance.meters)
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waypoint.tasks.append(
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EngageTargets(
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max_distance=engagement_distance, targets=[Targets.All.Air]
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)
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)
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orbit = OrbitAction(
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altitude=waypoint.alt,
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pattern=OrbitAction.OrbitPattern.RaceTrack,
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speed=int(flight_plan.patrol_speed.kph),
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)
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racetrack = ControlledTask(orbit)
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self.set_waypoint_tot(waypoint, flight_plan.patrol_start_time)
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loiter_duration = flight_plan.patrol_end_time - self.elapsed_mission_time
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racetrack.stop_after_time(int(loiter_duration.total_seconds()))
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waypoint.add_task(racetrack)
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def configure_refueling_actions(self, waypoint: MovingPoint) -> None:
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waypoint.add_task(Tanker())
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if self.flight.unit_type.dcs_unit_type.tacan:
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tanker_info = self.air_support.tankers[-1]
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tacan = tanker_info.tacan
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tacan_callsign = {
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"Texaco": "TEX",
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"Arco": "ARC",
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"Shell": "SHL",
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}.get(tanker_info.callsign)
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waypoint.add_task(
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ActivateBeaconCommand(
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tacan.number,
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tacan.band.value,
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tacan_callsign,
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bearing=True,
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unit_id=self.group.units[0].id,
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aa=True,
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)
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)
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