dcs_liberation/game/sim/missionsimulation.py
zhexu14 c4a195646f
Replan (#3527)
This PR

- Introduces replanning of missions after continuing a turn.
- A new doctrine field setting the AEWC mission duration that was
previously hard coded.
2025-10-17 11:23:55 +00:00

114 lines
4.3 KiB
Python

from __future__ import annotations
import copy
import json
from datetime import timedelta
from pathlib import Path
from typing import Optional, TYPE_CHECKING
from game.debriefing import Debriefing
from game.missiongenerator import MissionGenerator
from game.settings.settings import FastForwardStopCondition, CombatResolutionMethod
from game.unitmap import UnitMap
from .aircraftsimulation import AircraftSimulation
from .missionresultsprocessor import MissionResultsProcessor
from ..profiling import logged_duration
if TYPE_CHECKING:
from game import Game
from .gameupdateevents import GameUpdateEvents
TICK = timedelta(seconds=1)
class SimulationAlreadyCompletedError(RuntimeError):
def __init__(self) -> None:
super().__init__("Simulation already completed")
class MissionSimulation:
def __init__(self, game: Game) -> None:
self.game = game
self.unit_map: Optional[UnitMap] = None
self.aircraft_simulation = AircraftSimulation(self.game)
self.completed = False
self.time = self.game.simulation_time
def begin_simulation(self) -> None:
self.time = self.game.simulation_time
self.aircraft_simulation.begin_simulation()
def tick(
self,
events: GameUpdateEvents,
combat_resolution_method: CombatResolutionMethod,
force_continue: bool,
) -> GameUpdateEvents:
self.time += TICK
self.game.simulation_time = self.time
if self.completed:
raise RuntimeError("Simulation already completed")
if (
self.game.settings.fast_forward_stop_condition
== FastForwardStopCondition.DISABLED
):
events.complete_simulation()
return events
self.aircraft_simulation.on_game_tick(
events, self.time, TICK, combat_resolution_method, force_continue
)
self.completed = events.simulation_complete
return events
def generate_miz(self, output: Path) -> None:
with logged_duration("Mission generation"):
self.unit_map = MissionGenerator(self.game, self.time).generate_miz(output)
def debrief_current_state(
self, state_path: Path, force_end: bool = False
) -> Debriefing:
if self.unit_map is None:
raise RuntimeError(
"Simulation has no unit map. Results processing began before a mission "
"was generated."
)
with state_path.open("r", encoding="utf-8") as state_file:
data = json.load(state_file)
if force_end:
data["mission_ended"] = True
debriefing = Debriefing(data, self.game, self.unit_map)
debriefing.merge_simulation_results(self.aircraft_simulation.results)
return debriefing
def process_results(self, debriefing: Debriefing, events: GameUpdateEvents) -> None:
if self.unit_map is None:
raise RuntimeError(
"Simulation has no unit map. Results processing began before a mission "
"was generated."
)
self.game.save_last_turn_state()
MissionResultsProcessor(self.game).commit(debriefing, events)
if self.game.settings.turnless_mode:
# Set completed to False to clear completion of any previous simulation tick.
self.completed = False
# If running in turnless mode, run sim to calculate planned positions of flights
# for the duration of time the DCS mission ran.
start_time = copy.deepcopy(self.time)
while self.time < start_time + timedelta(
seconds=int(debriefing.state_data.simulation_time_seconds)
):
# Always skip combat as we are processing results from DCS. Any combat has already
# been resolved in-game
self.tick(events, CombatResolutionMethod.SKIP, force_continue=True)
self.game.blue.plan_missions(self.game.simulation_time)
self.game.red.plan_missions(self.game.simulation_time)
self.game.game_stats.update(self.game)
# Generate begin_new_turn event which triggers a refresh of the React map screen to
# show newly planned missions.
events.begin_new_turn()
def finish(self) -> None:
self.unit_map = None