Changed garrison terminology to battle position. (#2352)

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SnappyComebacks 2022-07-26 22:41:45 -06:00 committed by GitHub
parent 2ecb3506b5
commit 2bd39bd9f5
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9 changed files with 46 additions and 44 deletions

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@ -9,7 +9,7 @@ from game.utils import meters
@dataclass
class Garrisons:
class BattlePositions:
blocking_capture: list[VehicleGroupGroundObject]
defending_front_line: list[VehicleGroupGroundObject]
@ -18,35 +18,35 @@ class Garrisons:
yield from self.blocking_capture
yield from self.defending_front_line
def eliminate(self, garrison: VehicleGroupGroundObject) -> None:
if garrison in self.blocking_capture:
self.blocking_capture.remove(garrison)
if garrison in self.defending_front_line:
self.defending_front_line.remove(garrison)
def eliminate(self, battle_position: VehicleGroupGroundObject) -> None:
if battle_position in self.blocking_capture:
self.blocking_capture.remove(battle_position)
if battle_position in self.defending_front_line:
self.defending_front_line.remove(battle_position)
def __contains__(self, item: VehicleGroupGroundObject) -> bool:
return item in self.in_priority_order
@classmethod
def for_control_point(cls, control_point: ControlPoint) -> Garrisons:
"""Categorize garrison groups based on target priority.
def for_control_point(cls, control_point: ControlPoint) -> BattlePositions:
"""Categorize battle position groups based on target priority.
Any garrisons blocking base capture are the highest priority.
Any battle positions blocking base capture are the highest priority.
"""
blocking = []
defending = []
garrisons = [
battle_positions = [
tgo
for tgo in control_point.ground_objects
if isinstance(tgo, VehicleGroupGroundObject) and not tgo.is_dead
]
for garrison in garrisons:
for battle_position in battle_positions:
if (
meters(garrison.distance_to(control_point))
meters(battle_position.distance_to(control_point))
< ControlPoint.CAPTURE_DISTANCE
):
blocking.append(garrison)
blocking.append(battle_position)
else:
defending.append(garrison)
defending.append(battle_position)
return Garrisons(blocking, defending)
return BattlePositions(blocking, defending)

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@ -105,7 +105,7 @@ class ObjectiveFinder:
# better control over planning profiles and target dependent
# loadouts we can clean this up.
if not isinstance(ground_object, BuildingGroundObject):
# Other group types (like ships, SAMs, garrisons, etc) have better
# Other group types (like ships, SAMs, battle positions, etc) have better
# suited mission types like anti-ship, DEAD, and BAI.
continue

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@ -11,5 +11,5 @@ class AttackAirInfrastructure(CompoundTask[TheaterState]):
aircraft_cold_start: bool
def each_valid_method(self, state: TheaterState) -> Iterator[Method[TheaterState]]:
for garrison in state.oca_targets:
yield [PlanOcaStrike(garrison, self.aircraft_cold_start)]
for battle_position in state.oca_targets:
yield [PlanOcaStrike(battle_position, self.aircraft_cold_start)]

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@ -5,8 +5,8 @@ from game.commander.theaterstate import TheaterState
from game.htn import CompoundTask, Method
class AttackGarrisons(CompoundTask[TheaterState]):
class AttackBattlePositions(CompoundTask[TheaterState]):
def each_valid_method(self, state: TheaterState) -> Iterator[Method[TheaterState]]:
for garrisons in state.enemy_garrisons.values():
for garrison in garrisons.in_priority_order:
yield [PlanBai(garrison)]
for battle_positions in state.enemy_battle_positions.values():
for battle_position in battle_positions.in_priority_order:
yield [PlanBai(battle_position)]

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@ -5,7 +5,7 @@ from game.commander.tasks.compound.attackairinfrastructure import (
AttackAirInfrastructure,
)
from game.commander.tasks.compound.attackbuildings import AttackBuildings
from game.commander.tasks.compound.attackgarrisons import AttackGarrisons
from game.commander.tasks.compound.attackbattlepositions import AttackBattlePositions
from game.commander.tasks.compound.capturebases import CaptureBases
from game.commander.tasks.compound.defendbases import DefendBases
from game.commander.tasks.compound.degradeiads import DegradeIads
@ -28,7 +28,7 @@ class PlanNextAction(CompoundTask[TheaterState]):
yield [CaptureBases()]
yield [DefendBases()]
yield [InterdictReinforcements()]
yield [AttackGarrisons()]
yield [AttackBattlePositions()]
yield [AttackAirInfrastructure(self.aircraft_cold_start)]
yield [AttackBuildings()]
yield [DegradeIads()]

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@ -14,7 +14,7 @@ class PlanAirAssault(PackagePlanningTask[ControlPoint]):
if self.target not in state.air_assault_targets:
return False
if self.capture_blocked(state):
# Do not task if there are enemy garrisons blocking the capture
# Do not task if there are enemy battle_positions blocking the capture
return False
if not self.target_area_preconditions_met(state):
# Do not task if air defense is present in the target area
@ -22,8 +22,8 @@ class PlanAirAssault(PackagePlanningTask[ControlPoint]):
return super().preconditions_met(state)
def capture_blocked(self, state: TheaterState) -> bool:
garrisons = state.enemy_garrisons[self.target]
return len(garrisons.blocking_capture) > 0
battle_positions = state.enemy_battle_positions[self.target]
return len(battle_positions.blocking_capture) > 0
def apply_effects(self, state: TheaterState) -> None:
state.air_assault_targets.remove(self.target)

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@ -11,14 +11,14 @@ from game.ato.flighttype import FlightType
@dataclass
class PlanBai(PackagePlanningTask[VehicleGroupGroundObject]):
def preconditions_met(self, state: TheaterState) -> bool:
if not state.has_garrison(self.target):
if not state.has_battle_position(self.target):
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.eliminate_garrison(self.target)
state.eliminate_battle_position(self.target)
def propose_flights(self) -> None:
self.propose_flight(FlightType.BAI, 2)

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@ -14,14 +14,14 @@ class BreakthroughAttack(FrontLineStanceTask):
def have_sufficient_front_line_advantage(self) -> bool:
return self.ground_force_balance >= 2.0
def opposing_garrisons_eliminated(self, state: TheaterState) -> bool:
garrisons = state.enemy_garrisons[self.enemy_cp]
return not bool(garrisons.blocking_capture)
def opposing_battle_positions_eliminated(self, state: TheaterState) -> bool:
battle_positions = state.enemy_battle_positions[self.enemy_cp]
return not bool(battle_positions.blocking_capture)
def preconditions_met(self, state: TheaterState) -> bool:
if not super().preconditions_met(state):
return False
return self.opposing_garrisons_eliminated(state)
return self.opposing_battle_positions_eliminated(state)
def apply_effects(self, state: TheaterState) -> None:
super().apply_effects(state)

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@ -7,7 +7,7 @@ from collections.abc import Iterator
from dataclasses import dataclass
from typing import Optional, TYPE_CHECKING, Union
from game.commander.garrisons import Garrisons
from game.commander.battlepositions import BattlePositions
from game.commander.objectivefinder import ObjectiveFinder
from game.db import GameDb
from game.ground_forces.combat_stance import CombatStance
@ -56,7 +56,7 @@ class TheaterState(WorldState["TheaterState"]):
enemy_convoys: list[Convoy]
enemy_shipping: list[CargoShip]
enemy_ships: list[NavalGroundObject]
enemy_garrisons: dict[ControlPoint, Garrisons]
enemy_battle_positions: dict[ControlPoint, BattlePositions]
oca_targets: list[ControlPoint]
strike_targets: list[TheaterGroundObject]
enemy_barcaps: list[ControlPoint]
@ -87,11 +87,11 @@ class TheaterState(WorldState["TheaterState"]):
self.enemy_ships.remove(target)
self._rebuild_threat_zones()
def has_garrison(self, target: VehicleGroupGroundObject) -> bool:
return target in self.enemy_garrisons[target.control_point]
def has_battle_position(self, target: VehicleGroupGroundObject) -> bool:
return target in self.enemy_battle_positions[target.control_point]
def eliminate_garrison(self, target: VehicleGroupGroundObject) -> None:
self.enemy_garrisons[target.control_point].eliminate(target)
def eliminate_battle_position(self, target: VehicleGroupGroundObject) -> None:
self.enemy_battle_positions[target.control_point].eliminate(target)
def ammo_dumps_at(
self, control_point: ControlPoint
@ -119,8 +119,9 @@ class TheaterState(WorldState["TheaterState"]):
enemy_convoys=list(self.enemy_convoys),
enemy_shipping=list(self.enemy_shipping),
enemy_ships=list(self.enemy_ships),
enemy_garrisons={
cp: dataclasses.replace(g) for cp, g in self.enemy_garrisons.items()
enemy_battle_positions={
cp: dataclasses.replace(g)
for cp, g in self.enemy_battle_positions.items()
},
oca_targets=list(self.oca_targets),
strike_targets=list(self.strike_targets),
@ -128,7 +129,7 @@ class TheaterState(WorldState["TheaterState"]):
threat_zones=self.threat_zones,
# Persistent properties are not copied. These are a way for failed subtasks
# to communicate requirements to other tasks. For example, the task to
# attack enemy garrisons might fail because the target area has IADS
# attack enemy battle_positions might fail because the target area has IADS
# protection. In that case, the preconditions of PlanBai would fail, but
# would add the IADS that prevented it from being planned to the list of
# IADS threats so that DegradeIads will consider it a threat later.
@ -171,8 +172,9 @@ class TheaterState(WorldState["TheaterState"]):
enemy_convoys=list(finder.convoys()),
enemy_shipping=list(finder.cargo_ships()),
enemy_ships=list(finder.enemy_ships()),
enemy_garrisons={
cp: Garrisons.for_control_point(cp) for cp in ordered_capturable_points
enemy_battle_positions={
cp: BattlePositions.for_control_point(cp)
for cp in ordered_capturable_points
},
oca_targets=list(finder.oca_targets(min_aircraft=20)),
strike_targets=list(finder.strike_targets()),