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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.
170 lines
6.1 KiB
Python
170 lines
6.1 KiB
Python
from __future__ import annotations
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from abc import ABC, abstractmethod
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from collections import deque
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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 dcs.task import Task
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from game.ato.flightstate import Completed
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from game.ato.flightstate.actionstate import ActionState
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from game.ato.flightstate.flightstate import FlightState
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from game.ato.flightwaypoint import FlightWaypoint
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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, LBS_TO_KG, Speed, pairwise
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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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from game.sim.gameupdateevents import GameUpdateEvents
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class InFlight(FlightState, ABC):
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def __init__(
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self,
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flight: Flight,
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settings: Settings,
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waypoint_index: int,
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has_aborted: bool = False,
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) -> None:
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super().__init__(flight, settings)
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waypoints = self.flight.flight_plan.waypoints
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self.waypoint_index = waypoint_index
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self.has_aborted = has_aborted
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self.current_waypoint = waypoints[self.waypoint_index]
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# TODO: Error checking for flight plans without landing waypoints.
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self.next_waypoint = waypoints[self.waypoint_index + 1]
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self.total_time_to_next_waypoint = self.travel_time_between_waypoints()
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self.elapsed_time = timedelta()
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self.current_waypoint_elapsed = False
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self.pending_actions: deque[ActionState] = deque(
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ActionState(a) for a in self.current_waypoint.actions
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)
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@property
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def current_action(self) -> ActionState | None:
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if self.pending_actions:
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return self.pending_actions[0]
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return None
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@property
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def cancelable(self) -> bool:
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return False
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@property
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def in_flight(self) -> bool:
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return True
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def has_passed_waypoint(self, waypoint: FlightWaypoint) -> bool:
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index = self.flight.flight_plan.waypoints.index(waypoint)
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return index <= self.waypoint_index
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def travel_time_between_waypoints(self) -> timedelta:
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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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@abstractmethod
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def estimate_position(self) -> Point:
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...
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@abstractmethod
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def estimate_altitude(self) -> tuple[Distance, str]:
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...
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@abstractmethod
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def estimate_speed(self) -> Speed:
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...
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def estimate_fuel_at_current_waypoint(self) -> float:
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initial_fuel = super().estimate_fuel()
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if self.flight.unit_type.fuel_consumption is None:
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return initial_fuel
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initial_fuel -= self.flight.unit_type.fuel_consumption.taxi * LBS_TO_KG
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waypoints = self.flight.flight_plan.waypoints[: self.waypoint_index + 1]
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for a, b in pairwise(waypoints[:-1]):
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consumption = self.flight.flight_plan.fuel_consumption_between_points(a, b)
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assert consumption is not None
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initial_fuel -= consumption * LBS_TO_KG
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return initial_fuel
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def next_waypoint_state(self) -> FlightState:
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from .racetrack import RaceTrack
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from .navigating import Navigating
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new_index = self.waypoint_index + 1
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if self.next_waypoint.waypoint_type is FlightWaypointType.LANDING_POINT:
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return Completed(self.flight, self.settings)
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if self.next_waypoint.waypoint_type is FlightWaypointType.PATROL_TRACK:
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return RaceTrack(self.flight, self.settings, new_index)
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return Navigating(self.flight, self.settings, new_index)
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def advance_to_next_waypoint(self) -> FlightState:
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new_state = self.next_waypoint_state()
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self.flight.set_state(new_state)
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self.current_waypoint_elapsed = True
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return new_state
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def on_game_tick(
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self, events: GameUpdateEvents, time: datetime, duration: timedelta
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) -> None:
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if (action := self.current_action) is not None:
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action.on_game_tick(time, duration)
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if action.is_finished():
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self.pending_actions.popleft()
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return
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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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new_state = self.advance_to_next_waypoint()
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# Roll over any extra time to the next state. We don't need to loop here
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# even if we've passed more than one waypoint because the new state will do
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# the same. There is a small gap here where we only do that for other *in
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# flight* states. We don't need to tick combat states (combat is ticked
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# separately) or completed states at all, so the only states that might be
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# under-ticked are the pre-takeoff states, where it's not really that
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# critical if we under-simulate them by the tick period or less. The tick
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# period at time of writing is one second. Not enough to throw off ground
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# ops, but at 600 knots we'd be getting the position wrong by up to 1000
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# feet.
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rollover = self.elapsed_time - self.total_time_to_next_waypoint
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new_state.on_game_tick(events, time, rollover)
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@property
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def is_at_ip(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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FlightWaypointType.INGRESS_AIR_ASSAULT,
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}
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return self.current_waypoint.waypoint_type in contact_types
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@property
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def vulnerable_to_intercept(self) -> bool:
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return True
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@property
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def vulnerable_to_sam(self) -> bool:
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return True
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@property
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def will_join_air_combat(self) -> bool:
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return self.flight.flight_type.is_air_to_air
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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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