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This PR: Keeps track of time spent in mission Introduces a new "turnless mode" setting, which activates the following: - At the end of a mission, fast forwards through the time spent in the mission, skipping any combat (which has already been tracked through state.json) - Removes killed flights from the ATO - Does not start a new turn, instead allows the player to continue the current turn.
118 lines
4.0 KiB
Python
118 lines
4.0 KiB
Python
from __future__ import annotations
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import itertools
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import logging
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from collections.abc import Iterator
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from datetime import datetime, timedelta
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from typing_extensions import TYPE_CHECKING
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from game.ato.flightstate import Uninitialized, Completed, InCombat
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from game.settings.settings import FastForwardStopCondition, CombatResolutionMethod
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from .combat import CombatInitiator, FrozenCombat
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from .gameupdateevents import GameUpdateEvents
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from .simulationresults import SimulationResults
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if TYPE_CHECKING:
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from game import Game
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from game.ato import Flight
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class AircraftSimulation:
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def __init__(self, game: Game) -> None:
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self.game = game
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self.combats: list[FrozenCombat] = []
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self.results = SimulationResults()
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def begin_simulation(self) -> None:
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self.set_initial_flight_states()
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def on_game_tick(
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self,
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events: GameUpdateEvents,
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time: datetime,
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duration: timedelta,
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combat_resolution_method: CombatResolutionMethod,
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force_continue: bool,
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) -> None:
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if (
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not self._auto_resolve_combat(combat_resolution_method, force_continue)
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and self.combats
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):
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logging.error(
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"Cannot resume simulation because aircraft are in combat and "
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"auto-resolve is disabled"
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)
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events.complete_simulation()
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return
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still_active = []
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for combat in self.combats:
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if combat.on_game_tick(
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time,
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duration,
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self.results,
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events,
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combat_resolution_method,
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):
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events.end_combat(combat)
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else:
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still_active.append(combat)
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self.combats = still_active
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for flight in self.iter_flights():
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flight.on_game_tick(events, time, duration)
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# Finish updating all flights before checking for combat so that the new
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# positions are used.
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CombatInitiator(self.game, self.combats, events).update_active_combats()
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# After updating all combat states, check for halts.
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for flight in self.iter_flights():
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if flight.should_halt_sim() and not force_continue:
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events.complete_simulation()
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return
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# Find completed flights, removing them from the ATO and returning aircraft
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# and pilots back to the squadron.
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for flight in self.iter_flights():
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if type(flight.state) == Completed:
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flight.package.remove_flight(flight)
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if len(flight.package.flights) == 0:
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flight.squadron.coalition.ato.remove_package(flight.package)
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if (
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not self._auto_resolve_combat(combat_resolution_method, force_continue)
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and self.combats
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):
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events.complete_simulation()
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def set_initial_flight_states(self) -> None:
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# Initialize flights in Uninitialized state
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now = self.game.simulation_time
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for flight in self.iter_flights():
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flight.state.initialize(now)
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# Recover combat instances from flight states. Flight state information is serialized
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# when saving a game but the aircraft simulation state is not. Combat instances are
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# de-duplicated as multiple flights can be involved in a single combat instance.
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combats = set()
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for flight in self.iter_flights():
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if type(flight.state) == InCombat:
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combats.add(flight.state.combat)
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self.combats = list(combats)
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def iter_flights(self) -> Iterator[Flight]:
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packages = itertools.chain(
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self.game.blue.ato.packages, self.game.red.ato.packages
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)
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for package in packages:
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yield from package.flights
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def _auto_resolve_combat(
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self, combat_resolution_method: CombatResolutionMethod, force_continue: bool
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) -> bool:
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if force_continue:
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return True
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return combat_resolution_method != CombatResolutionMethod.PAUSE
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