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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.
123 lines
4.9 KiB
Python
123 lines
4.9 KiB
Python
from __future__ import annotations
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from datetime import datetime
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from typing import Any, Iterable, Union
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from dcs import Mission
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from dcs.planes import AJS37, F_14B, JF_17
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from dcs.point import MovingPoint, PointAction
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from dcs.unitgroup import FlyingGroup
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from game.ato import Flight, FlightWaypoint
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from game.ato.flightwaypointtype import FlightWaypointType
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from game.ato.traveltime import GroundSpeed
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from game.flightplan.waypointactions.taskcontext import TaskContext
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from game.missiongenerator.missiondata import MissionData
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from game.theater import MissionTarget, TheaterUnit
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from game.unitmap import UnitMap
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TARGET_WAYPOINTS = (
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FlightWaypointType.TARGET_GROUP_LOC,
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FlightWaypointType.TARGET_POINT,
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FlightWaypointType.TARGET_SHIP,
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)
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class PydcsWaypointBuilder:
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def __init__(
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self,
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waypoint: FlightWaypoint,
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group: FlyingGroup[Any],
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flight: Flight,
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mission: Mission,
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now: datetime,
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mission_data: MissionData,
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unit_map: UnitMap,
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generated_waypoint_idx: int,
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) -> None:
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self.waypoint = waypoint
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self.group = group
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self.package = flight.package
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self.flight = flight
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self.mission = mission
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self.now = now
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self.mission_data = mission_data
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self.unit_map = unit_map
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self.generated_waypoint_idx = generated_waypoint_idx
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def dcs_name_for_waypoint(self) -> str:
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return self.waypoint.name
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def build(self) -> MovingPoint:
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waypoint = self.group.add_waypoint(
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self.waypoint.position,
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self.waypoint.alt.meters,
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# The speed we pass will be overridden for most waypoints because we'll set
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# a TOT and leave the speed up to the AI, but for the few types of waypoints
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# that don't have TOTs (e.g. nav points), we set a reasonable cruise speed
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# to pydcs doesn't assign the default of 600kph ground speed (which is very
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# slow at most altitudes).
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#
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# Calling GroundSpeed.for_flight isn't really a correct fix here. We ought
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# to be using FlightPlan.speed_between_waypoints, but the way the waypoint
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# builder is called makes it difficult to track the previous waypoint. This
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# is probably good enough for a stop gap, and most of the flight planning
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# code is hopefully being rewritten soon anyway.
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#
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# https://github.com/dcs-liberation/dcs_liberation/issues/3113
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speed=GroundSpeed.for_flight(self.flight, self.waypoint.alt).kph,
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name=self.dcs_name_for_waypoint(),
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)
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if self.waypoint.flyover:
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waypoint.action = PointAction.FlyOverPoint
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# It seems we need to leave waypoint.type exactly as it is even
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# though it's set to "Turning Point". If I set this to "Fly Over
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# Point" and then save the mission in the ME DCS resets it.
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if self.flight.client_count > 0:
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# Set Altitute to 0 AGL for player flights so that they can slave target pods or weapons to the waypoint
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waypoint.alt = 0
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waypoint.alt_type = "RADIO"
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waypoint.alt_type = self.waypoint.alt_type
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tot = self.flight.flight_plan.tot_for_waypoint(self.waypoint)
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if tot is not None:
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self.set_waypoint_tot(waypoint, tot)
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self.add_tasks(waypoint)
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return waypoint
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def add_tasks(self, waypoint: MovingPoint) -> None:
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ctx = TaskContext(self.now)
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for action in self.waypoint.actions:
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for task in action.iter_tasks(ctx):
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waypoint.add_task(task)
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def set_waypoint_tot(self, waypoint: MovingPoint, tot: datetime) -> None:
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self.waypoint.tot = tot
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if not self._viggen_client_tot():
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waypoint.ETA = int((tot - self.now).total_seconds())
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waypoint.ETA_locked = True
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waypoint.speed_locked = False
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def _viggen_client_tot(self) -> bool:
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"""Viggen player aircraft consider any waypoint with a TOT set to be a target ("M") waypoint.
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If the flight is a player controlled Viggen flight, no TOT should be set on any waypoint except actual target waypoints.
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"""
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if (
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self.flight.client_count > 0
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and self.flight.unit_type.dcs_unit_type == AJS37
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) and (self.waypoint.waypoint_type not in TARGET_WAYPOINTS):
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return True
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else:
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return False
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def register_special_waypoints(
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self, targets: Iterable[Union[MissionTarget, TheaterUnit]]
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) -> None:
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"""Create special target waypoints for various aircraft"""
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for i, t in enumerate(targets):
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if self.group.units[0].unit_type == JF_17 and i < 4:
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self.group.add_nav_target_point(t.position, "PP" + str(i + 1))
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if self.group.units[0].unit_type == F_14B and i == 0:
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self.group.add_nav_target_point(t.position, "ST")
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