Connect networks to enable multi-mode transfers.

Removing the per-transit type supply routes allows us to find the best
route from A to B even if the unit needs to switch transit modes along
the way.

The "best" route is the one that will generate better gameplay. That is,
convoys are preferred to ships (use cases for GMT are rare in DCS), and
ships are preferred to airlift (reasons to attack cargo ships are also
rare). Avoiding airlift is also a good strategic choice generally since
it consumes aircraft that could be performing other missions.

The extreme weight against airlift in the pathfinding algorithm could
probably be scaled way down so that airlift would be given preference
over a very long trip, possibly only for urgent transfers.

Later when we add rail that will probably be given the most preference,
but possibly between road and shipping.

https://github.com/Khopa/dcs_liberation/issues/823
This commit is contained in:
Dan Albert
2021-04-25 17:02:18 -07:00
parent a48ef69e41
commit 0779679b99
8 changed files with 248 additions and 221 deletions

View File

@@ -11,16 +11,15 @@ from PySide2.QtWidgets import (
)
from game import Game, db
from game.theater import ControlPoint, ControlPointType, SupplyRoute
from game.theater.supplyroutes import RoadNetwork, ShippingNetwork
from game.theater import ControlPoint, ControlPointType
from gen.flights.flight import FlightType
from qt_ui.dialogs import Dialog
from qt_ui.models import GameModel
from qt_ui.uiconstants import EVENT_ICONS
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
from qt_ui.windows.basemenu.NewUnitTransferDialog import NewUnitTransferDialog
from qt_ui.windows.basemenu.QBaseMenuTabs import QBaseMenuTabs
from qt_ui.windows.basemenu.QRecruitBehaviour import QRecruitBehaviour
from qt_ui.windows.basemenu.NewUnitTransferDialog import NewUnitTransferDialog
class QBaseMenu2(QDialog):
@@ -106,11 +105,9 @@ class QBaseMenu2(QDialog):
@property
def has_transfer_destinations(self) -> bool:
return (
self.cp.runway_is_operational()
or len(RoadNetwork.for_control_point(self.cp)) > 1
or len(ShippingNetwork.for_control_point(self.cp)) > 1
)
return self.game_model.game.transit_network_for(
self.cp.captured
).has_destinations(self.cp)
@property
def can_repair_runway(self) -> bool: