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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
47 lines
1.8 KiB
Python
47 lines
1.8 KiB
Python
from datetime import datetime
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from typing import Optional
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from dcs.mission import Mission
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from game.weather import Clouds, Fog, Conditions, WindConditions, AtmosphericConditions
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class EnvironmentGenerator:
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def __init__(
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self, mission: Mission, conditions: Conditions, time: datetime
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) -> None:
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self.mission = mission
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self.conditions = conditions
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self.time = time
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def set_atmospheric(self, atmospheric: AtmosphericConditions) -> None:
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self.mission.weather.qnh = atmospheric.qnh.mm_hg
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self.mission.weather.season_temperature = atmospheric.temperature_celsius
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def set_clouds(self, clouds: Optional[Clouds]) -> None:
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if clouds is None:
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return
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self.mission.weather.clouds_base = clouds.base
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self.mission.weather.clouds_thickness = clouds.thickness
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self.mission.weather.clouds_density = clouds.density
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self.mission.weather.clouds_iprecptns = clouds.precipitation
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self.mission.weather.clouds_preset = clouds.preset
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def set_fog(self, fog: Optional[Fog]) -> None:
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if fog is None:
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return
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self.mission.weather.fog_visibility = int(fog.visibility.meters)
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self.mission.weather.fog_thickness = fog.thickness
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def set_wind(self, wind: WindConditions) -> None:
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self.mission.weather.wind_at_ground = wind.at_0m
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self.mission.weather.wind_at_2000 = wind.at_2000m
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self.mission.weather.wind_at_8000 = wind.at_8000m
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def generate(self) -> None:
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self.mission.start_time = self.time
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self.set_atmospheric(self.conditions.weather.atmospheric)
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self.set_clouds(self.conditions.weather.clouds)
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self.set_fog(self.conditions.weather.fog)
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self.set_wind(self.conditions.weather.wind)
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