Make AirAssault auto-plannable

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Raffson 2023-09-23 19:38:29 +02:00
parent ea74471307
commit 234dc52c7e
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GPG Key ID: B0402B2C9B764D99
5 changed files with 50 additions and 0 deletions

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@ -17,6 +17,7 @@
* **[UI]** Allow changing waypoint names in FlightEdit's waypoints tab
* **[Waypoints]** Allow user to add navigation waypoints where possible without degrading to a custom flight-plan
* **[Campaign Management]** Improve squadron retreat logic to account for parking-slot sizes
* **[Autoplanner]** Support for auto-planning Air Assaults
## Fixes
* **[Mission Generation]** Anti-ship strikes should use "group attack" in their attack-task

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@ -167,6 +167,24 @@ class ObjectiveFinder:
yield cp
break
def vulnerable_enemy_control_points(self) -> Iterator[ControlPoint]:
"""Iterates over enemy CPs that are vulnerable to Air Assault.
Vulnerability is defined as any unit being alive in the CP's "blocking_capture" groups.
"""
for cp in self.enemy_control_points():
include = True
for tgo in cp.connected_objectives:
if tgo.distance_to(cp) > cp.CAPTURE_DISTANCE.meters:
continue
for u in tgo.units:
if u.is_vehicle and u.alive:
include = False
break
if not include:
break
if include:
yield cp
def oca_targets(self, min_aircraft: int) -> Iterator[ControlPoint]:
parking_type = ParkingType()
parking_type.include_rotary_wing = True

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@ -7,6 +7,7 @@ from game.commander.tasks.compound.destroyenemygroundunits import (
from game.commander.tasks.compound.reduceenemyfrontlinecapacity import (
ReduceEnemyFrontLineCapacity,
)
from game.commander.tasks.primitive.airassault import PlanAirAssault
from game.commander.tasks.primitive.breakthroughattack import BreakthroughAttack
from game.commander.theaterstate import TheaterState
from game.htn import CompoundTask, Method
@ -22,6 +23,7 @@ class CaptureBase(CompoundTask[TheaterState]):
yield [DestroyEnemyGroundUnits(self.front_line)]
if self.worth_destroying_ammo_depots(state):
yield [ReduceEnemyFrontLineCapacity(self.enemy_cp(state))]
yield [PlanAirAssault(self.enemy_cp(state))]
def enemy_cp(self, state: TheaterState) -> ControlPoint:
return self.front_line.control_point_hostile_to(state.context.coalition.player)

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@ -0,0 +1,26 @@
from __future__ import annotations
from dataclasses import dataclass
from game.ato.flighttype import FlightType
from game.commander.tasks.packageplanningtask import PackagePlanningTask
from game.commander.theaterstate import TheaterState
from game.theater import ControlPoint
@dataclass
class PlanAirAssault(PackagePlanningTask[ControlPoint]):
def preconditions_met(self, state: TheaterState) -> bool:
if self.target not in state.vulnerable_control_points:
return False
if not self.target_area_preconditions_met(state):
return False
return super().preconditions_met(state)
def apply_effects(self, state: TheaterState) -> None:
state.vulnerable_control_points.remove(self.target)
def propose_flights(self) -> None:
size = self.get_flight_size()
self.propose_flight(FlightType.AIR_ASSAULT, size)
self.propose_common_escorts()

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@ -60,6 +60,7 @@ class TheaterState(WorldState["TheaterState"]):
strike_targets: list[TheaterGroundObject]
enemy_barcaps: list[ControlPoint]
threat_zones: ThreatZones
vulnerable_control_points: list[ControlPoint]
def _rebuild_threat_zones(self) -> None:
"""Recreates the theater's threat zones based on the current planned state."""
@ -133,6 +134,7 @@ class TheaterState(WorldState["TheaterState"]):
# IADS threats so that DegradeIads will consider it a threat later.
threatening_air_defenses=self.threatening_air_defenses,
detecting_air_defenses=self.detecting_air_defenses,
vulnerable_control_points=self.vulnerable_control_points,
)
@classmethod
@ -181,4 +183,5 @@ class TheaterState(WorldState["TheaterState"]):
strike_targets=list(finder.strike_targets()),
enemy_barcaps=list(game.theater.control_points_for(not player)),
threat_zones=game.threat_zone_for(not player),
vulnerable_control_points=list(finder.vulnerable_enemy_control_points()),
)