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Putting the ingress point directly on one end of the FLOT means that AI flights won't start searching and engaging targets until they reach that point. If the front line has advanced toward the flight's departure airfield, it might overfly targets on its way to the IP. Instead, place an IP for CAS the same way we place any other IP. The AI will fly to that and start searching from there. This also: * Removes the midpoint waypoint, since it didn't serve any real purpose * Names the FLOT boundary waypoints for what they actually are Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2231.
160 lines
5.7 KiB
Python
160 lines
5.7 KiB
Python
from __future__ import annotations
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from collections.abc import Iterator
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from dataclasses import dataclass
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from datetime import datetime
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from typing import TYPE_CHECKING, Type
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from game.theater.missiontarget import MissionTarget
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from game.utils import feet
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from .ibuilder import IBuilder
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from .planningerror import PlanningError
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from .standard import StandardFlightPlan, StandardLayout
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from .waypointbuilder import WaypointBuilder
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if TYPE_CHECKING:
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from ..flightwaypoint import FlightWaypoint
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@dataclass(frozen=True)
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class AirliftLayout(StandardLayout):
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nav_to_pickup: list[FlightWaypoint]
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# There will not be a pickup waypoint when the pickup airfield is the departure
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# airfield for cargo planes, as the cargo is pre-loaded. Helicopters will still pick
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# up the cargo near the airfield.
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pickup: FlightWaypoint | None
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# pickup_zone will be used for player flights to create the CTLD stuff
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ctld_pickup_zone: FlightWaypoint | None
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nav_to_drop_off: list[FlightWaypoint]
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# There will not be a drop-off waypoint when the drop-off airfield and the arrival
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# airfield is the same for a cargo plane, as planes will land to unload and we don't
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# want a double landing. Helicopters will still drop their cargo near the airfield
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# before landing.
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drop_off: FlightWaypoint | None
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# drop_off_zone will be used for player flights to create the CTLD stuff
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ctld_drop_off_zone: FlightWaypoint | None
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nav_to_home: list[FlightWaypoint]
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def iter_waypoints(self) -> Iterator[FlightWaypoint]:
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yield self.departure
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yield from self.nav_to_pickup
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if self.pickup is not None:
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yield self.pickup
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if self.ctld_pickup_zone is not None:
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yield self.ctld_pickup_zone
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yield from self.nav_to_drop_off
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if self.drop_off is not None:
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yield self.drop_off
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if self.ctld_drop_off_zone is not None:
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yield self.ctld_drop_off_zone
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yield from self.nav_to_home
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yield self.arrival
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if self.divert is not None:
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yield self.divert
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yield self.bullseye
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class AirliftFlightPlan(StandardFlightPlan[AirliftLayout]):
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@staticmethod
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def builder_type() -> Type[Builder]:
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return Builder
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@property
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def tot_waypoint(self) -> FlightWaypoint:
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# The TOT is the time that the cargo will be dropped off. If the drop-off
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# location is the arrival airfield and this is not a helicopter flight, there
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# will not be a separate drop-off waypoint; the arrival landing waypoint is the
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# drop-off waypoint.
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return self.layout.drop_off or self.layout.arrival
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def tot_for_waypoint(self, waypoint: FlightWaypoint) -> datetime | None:
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# TOT planning isn't really useful for transports. They're behind the front
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# lines so no need to wait for escorts or for other missions to complete.
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return None
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def depart_time_for_waypoint(self, waypoint: FlightWaypoint) -> datetime | None:
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return None
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@property
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def mission_begin_on_station_time(self) -> datetime | None:
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return None
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@property
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def mission_departure_time(self) -> datetime:
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return self.package.time_over_target
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class Builder(IBuilder[AirliftFlightPlan, AirliftLayout]):
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def layout(self) -> AirliftLayout:
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cargo = self.flight.cargo
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if cargo is None:
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raise PlanningError(
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"Cannot plan transport mission for flight with no cargo."
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)
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altitude = feet(1500)
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altitude_is_agl = True
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builder = WaypointBuilder(self.flight, self.coalition)
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pickup = None
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drop_off = None
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pickup_zone = None
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drop_off_zone = None
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if cargo.origin != self.flight.departure:
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pickup = builder.cargo_stop(cargo.origin)
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if cargo.next_stop != self.flight.arrival:
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drop_off = builder.cargo_stop(cargo.next_stop)
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if self.flight.is_helo:
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# Create CTLD Zones for Helo flights
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pickup_zone = builder.pickup_zone(
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MissionTarget(
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"Pickup Zone", cargo.origin.position.random_point_within(1000, 200)
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)
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)
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drop_off_zone = builder.dropoff_zone(
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MissionTarget(
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"Dropoff zone",
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cargo.next_stop.position.random_point_within(1000, 200),
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)
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)
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# Show the zone waypoints only to the player
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pickup_zone.only_for_player = True
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drop_off_zone.only_for_player = True
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nav_to_pickup = builder.nav_path(
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self.flight.departure.position,
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cargo.origin.position,
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altitude,
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altitude_is_agl,
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)
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return AirliftLayout(
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departure=builder.takeoff(self.flight.departure),
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nav_to_pickup=nav_to_pickup,
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pickup=pickup,
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ctld_pickup_zone=pickup_zone,
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nav_to_drop_off=builder.nav_path(
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cargo.origin.position,
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cargo.next_stop.position,
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altitude,
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altitude_is_agl,
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),
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drop_off=drop_off,
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ctld_drop_off_zone=drop_off_zone,
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nav_to_home=builder.nav_path(
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cargo.origin.position,
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self.flight.arrival.position,
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altitude,
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altitude_is_agl,
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),
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arrival=builder.land(self.flight.arrival),
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divert=builder.divert(self.flight.divert),
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bullseye=builder.bullseye(),
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)
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def build(self, dump_debug_info: bool = False) -> AirliftFlightPlan:
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return AirliftFlightPlan(self.flight, self.layout())
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