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Create a WaypointAction class that defines the actions taken at a waypoint. These will often map one-to-one with DCS waypoint actions but can also be higher level and generate multiple actions. Once everything has migrated all waypoint-type-specific behaviors of PydcsWaypointBuilder will be gone, and it'll be easier to keep the sim behaviors in sync with the mission generator behaviors. For now only hold has been migrated. This is actually probably the most complicated action we have (starting with this may have been a mistake, but it did find all the rough edges quickly) since it affects waypoint timings and flight position during simulation. That part isn't handled as neatly as I'd like because the FlightState still has to special case LOITER points to avoid simulating the wrong waypoint position. At some point we should probably start tracking real positions in FlightState, and when we do that will be solved.
85 lines
2.7 KiB
Python
85 lines
2.7 KiB
Python
from __future__ import annotations
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from abc import ABC, abstractmethod
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from typing import Any, Generic, TYPE_CHECKING, TypeVar
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from game.navmesh import NavMeshError
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from .flightplan import FlightPlan, Layout
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from .planningerror import PlanningError
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from ..packagewaypoints import PackageWaypoints
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if TYPE_CHECKING:
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from game.coalition import Coalition
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from game.data.doctrine import Doctrine
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from game.theater import ConflictTheater
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from game.threatzones import ThreatZones
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from ..flight import Flight
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from ..package import Package
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FlightPlanT = TypeVar("FlightPlanT", bound=FlightPlan[Any])
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LayoutT = TypeVar("LayoutT", bound=Layout)
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class IBuilder(ABC, Generic[FlightPlanT, LayoutT]):
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def __init__(self, flight: Flight) -> None:
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self.flight = flight
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self._flight_plan: FlightPlanT | None = None
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def get_or_build(self) -> FlightPlanT:
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if self._flight_plan is None:
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self.regenerate()
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assert self._flight_plan is not None
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return self._flight_plan
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def regenerate(self, dump_debug_info: bool = False) -> None:
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try:
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self._generate_package_waypoints_if_needed(dump_debug_info)
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self._flight_plan = self.build(dump_debug_info)
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self._flight_plan.add_waypoint_actions()
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except NavMeshError as ex:
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color = "blue" if self.flight.squadron.player else "red"
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raise PlanningError(
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f"Could not plan {color} {self.flight.flight_type.value} from "
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f"{self.flight.departure} to {self.package.target}"
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) from ex
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def _generate_package_waypoints_if_needed(self, dump_debug_info: bool) -> None:
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# Package waypoints are only valid for offensive missions. Skip this if the
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# target is friendly.
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if self.package.target.is_friendly(self.is_player):
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return
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if self.package.waypoints is None or dump_debug_info:
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self.package.waypoints = PackageWaypoints.create(
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self.package, self.coalition, dump_debug_info
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)
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@property
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def theater(self) -> ConflictTheater:
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return self.flight.departure.theater
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@abstractmethod
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def build(self, dump_debug_info: bool = False) -> FlightPlanT:
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...
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@property
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def package(self) -> Package:
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return self.flight.package
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@property
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def coalition(self) -> Coalition:
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return self.flight.coalition
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@property
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def is_player(self) -> bool:
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return self.coalition.player
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@property
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def doctrine(self) -> Doctrine:
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return self.coalition.doctrine
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@property
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def threat_zones(self) -> ThreatZones:
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return self.coalition.opponent.threat_zone
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