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Changed garrison terminology to battle position. (#2352)
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2ecb3506b5
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@ -9,7 +9,7 @@ from game.utils import meters
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@dataclass
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class Garrisons:
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class BattlePositions:
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blocking_capture: list[VehicleGroupGroundObject]
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defending_front_line: list[VehicleGroupGroundObject]
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@ -18,35 +18,35 @@ class Garrisons:
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yield from self.blocking_capture
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yield from self.defending_front_line
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def eliminate(self, garrison: VehicleGroupGroundObject) -> None:
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if garrison in self.blocking_capture:
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self.blocking_capture.remove(garrison)
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if garrison in self.defending_front_line:
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self.defending_front_line.remove(garrison)
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def eliminate(self, battle_position: VehicleGroupGroundObject) -> None:
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if battle_position in self.blocking_capture:
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self.blocking_capture.remove(battle_position)
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if battle_position in self.defending_front_line:
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self.defending_front_line.remove(battle_position)
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def __contains__(self, item: VehicleGroupGroundObject) -> bool:
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return item in self.in_priority_order
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@classmethod
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def for_control_point(cls, control_point: ControlPoint) -> Garrisons:
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"""Categorize garrison groups based on target priority.
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def for_control_point(cls, control_point: ControlPoint) -> BattlePositions:
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"""Categorize battle position groups based on target priority.
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Any garrisons blocking base capture are the highest priority.
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Any battle positions blocking base capture are the highest priority.
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"""
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blocking = []
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defending = []
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garrisons = [
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battle_positions = [
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tgo
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for tgo in control_point.ground_objects
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if isinstance(tgo, VehicleGroupGroundObject) and not tgo.is_dead
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]
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for garrison in garrisons:
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for battle_position in battle_positions:
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if (
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meters(garrison.distance_to(control_point))
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meters(battle_position.distance_to(control_point))
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< ControlPoint.CAPTURE_DISTANCE
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):
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blocking.append(garrison)
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blocking.append(battle_position)
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else:
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defending.append(garrison)
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defending.append(battle_position)
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return Garrisons(blocking, defending)
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return BattlePositions(blocking, defending)
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@ -105,7 +105,7 @@ class ObjectiveFinder:
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# better control over planning profiles and target dependent
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# loadouts we can clean this up.
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if not isinstance(ground_object, BuildingGroundObject):
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# Other group types (like ships, SAMs, garrisons, etc) have better
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# Other group types (like ships, SAMs, battle positions, etc) have better
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# suited mission types like anti-ship, DEAD, and BAI.
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continue
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@ -11,5 +11,5 @@ class AttackAirInfrastructure(CompoundTask[TheaterState]):
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aircraft_cold_start: bool
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def each_valid_method(self, state: TheaterState) -> Iterator[Method[TheaterState]]:
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for garrison in state.oca_targets:
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yield [PlanOcaStrike(garrison, self.aircraft_cold_start)]
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for battle_position in state.oca_targets:
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yield [PlanOcaStrike(battle_position, self.aircraft_cold_start)]
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@ -5,8 +5,8 @@ from game.commander.theaterstate import TheaterState
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from game.htn import CompoundTask, Method
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class AttackGarrisons(CompoundTask[TheaterState]):
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class AttackBattlePositions(CompoundTask[TheaterState]):
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def each_valid_method(self, state: TheaterState) -> Iterator[Method[TheaterState]]:
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for garrisons in state.enemy_garrisons.values():
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for garrison in garrisons.in_priority_order:
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yield [PlanBai(garrison)]
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for battle_positions in state.enemy_battle_positions.values():
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for battle_position in battle_positions.in_priority_order:
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yield [PlanBai(battle_position)]
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@ -5,7 +5,7 @@ from game.commander.tasks.compound.attackairinfrastructure import (
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AttackAirInfrastructure,
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)
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from game.commander.tasks.compound.attackbuildings import AttackBuildings
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from game.commander.tasks.compound.attackgarrisons import AttackGarrisons
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from game.commander.tasks.compound.attackbattlepositions import AttackBattlePositions
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from game.commander.tasks.compound.capturebases import CaptureBases
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from game.commander.tasks.compound.defendbases import DefendBases
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from game.commander.tasks.compound.degradeiads import DegradeIads
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@ -28,7 +28,7 @@ class PlanNextAction(CompoundTask[TheaterState]):
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yield [CaptureBases()]
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yield [DefendBases()]
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yield [InterdictReinforcements()]
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yield [AttackGarrisons()]
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yield [AttackBattlePositions()]
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yield [AttackAirInfrastructure(self.aircraft_cold_start)]
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yield [AttackBuildings()]
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yield [DegradeIads()]
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@ -14,7 +14,7 @@ class PlanAirAssault(PackagePlanningTask[ControlPoint]):
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if self.target not in state.air_assault_targets:
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return False
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if self.capture_blocked(state):
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# Do not task if there are enemy garrisons blocking the capture
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# Do not task if there are enemy battle_positions blocking the capture
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return False
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if not self.target_area_preconditions_met(state):
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# Do not task if air defense is present in the target area
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@ -22,8 +22,8 @@ class PlanAirAssault(PackagePlanningTask[ControlPoint]):
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return super().preconditions_met(state)
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def capture_blocked(self, state: TheaterState) -> bool:
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garrisons = state.enemy_garrisons[self.target]
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return len(garrisons.blocking_capture) > 0
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battle_positions = state.enemy_battle_positions[self.target]
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return len(battle_positions.blocking_capture) > 0
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def apply_effects(self, state: TheaterState) -> None:
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state.air_assault_targets.remove(self.target)
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@ -11,14 +11,14 @@ from game.ato.flighttype import FlightType
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@dataclass
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class PlanBai(PackagePlanningTask[VehicleGroupGroundObject]):
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def preconditions_met(self, state: TheaterState) -> bool:
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if not state.has_garrison(self.target):
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if not state.has_battle_position(self.target):
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return False
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if not self.target_area_preconditions_met(state):
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return False
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return super().preconditions_met(state)
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def apply_effects(self, state: TheaterState) -> None:
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state.eliminate_garrison(self.target)
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state.eliminate_battle_position(self.target)
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def propose_flights(self) -> None:
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self.propose_flight(FlightType.BAI, 2)
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@ -14,14 +14,14 @@ class BreakthroughAttack(FrontLineStanceTask):
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def have_sufficient_front_line_advantage(self) -> bool:
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return self.ground_force_balance >= 2.0
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def opposing_garrisons_eliminated(self, state: TheaterState) -> bool:
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garrisons = state.enemy_garrisons[self.enemy_cp]
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return not bool(garrisons.blocking_capture)
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def opposing_battle_positions_eliminated(self, state: TheaterState) -> bool:
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battle_positions = state.enemy_battle_positions[self.enemy_cp]
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return not bool(battle_positions.blocking_capture)
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def preconditions_met(self, state: TheaterState) -> bool:
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if not super().preconditions_met(state):
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return False
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return self.opposing_garrisons_eliminated(state)
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return self.opposing_battle_positions_eliminated(state)
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def apply_effects(self, state: TheaterState) -> None:
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super().apply_effects(state)
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@ -7,7 +7,7 @@ from collections.abc import Iterator
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from dataclasses import dataclass
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from typing import Optional, TYPE_CHECKING, Union
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from game.commander.garrisons import Garrisons
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from game.commander.battlepositions import BattlePositions
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from game.commander.objectivefinder import ObjectiveFinder
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from game.db import GameDb
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from game.ground_forces.combat_stance import CombatStance
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@ -56,7 +56,7 @@ class TheaterState(WorldState["TheaterState"]):
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enemy_convoys: list[Convoy]
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enemy_shipping: list[CargoShip]
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enemy_ships: list[NavalGroundObject]
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enemy_garrisons: dict[ControlPoint, Garrisons]
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enemy_battle_positions: dict[ControlPoint, BattlePositions]
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oca_targets: list[ControlPoint]
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strike_targets: list[TheaterGroundObject]
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enemy_barcaps: list[ControlPoint]
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@ -87,11 +87,11 @@ class TheaterState(WorldState["TheaterState"]):
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self.enemy_ships.remove(target)
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self._rebuild_threat_zones()
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def has_garrison(self, target: VehicleGroupGroundObject) -> bool:
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return target in self.enemy_garrisons[target.control_point]
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def has_battle_position(self, target: VehicleGroupGroundObject) -> bool:
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return target in self.enemy_battle_positions[target.control_point]
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def eliminate_garrison(self, target: VehicleGroupGroundObject) -> None:
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self.enemy_garrisons[target.control_point].eliminate(target)
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def eliminate_battle_position(self, target: VehicleGroupGroundObject) -> None:
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self.enemy_battle_positions[target.control_point].eliminate(target)
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def ammo_dumps_at(
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self, control_point: ControlPoint
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@ -119,8 +119,9 @@ class TheaterState(WorldState["TheaterState"]):
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enemy_convoys=list(self.enemy_convoys),
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enemy_shipping=list(self.enemy_shipping),
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enemy_ships=list(self.enemy_ships),
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enemy_garrisons={
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cp: dataclasses.replace(g) for cp, g in self.enemy_garrisons.items()
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enemy_battle_positions={
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cp: dataclasses.replace(g)
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for cp, g in self.enemy_battle_positions.items()
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},
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oca_targets=list(self.oca_targets),
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strike_targets=list(self.strike_targets),
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@ -128,7 +129,7 @@ class TheaterState(WorldState["TheaterState"]):
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threat_zones=self.threat_zones,
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# Persistent properties are not copied. These are a way for failed subtasks
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# to communicate requirements to other tasks. For example, the task to
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# attack enemy garrisons might fail because the target area has IADS
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# attack enemy battle_positions might fail because the target area has IADS
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# protection. In that case, the preconditions of PlanBai would fail, but
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# would add the IADS that prevented it from being planned to the list of
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# IADS threats so that DegradeIads will consider it a threat later.
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@ -171,8 +172,9 @@ class TheaterState(WorldState["TheaterState"]):
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enemy_convoys=list(finder.convoys()),
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enemy_shipping=list(finder.cargo_ships()),
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enemy_ships=list(finder.enemy_ships()),
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enemy_garrisons={
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cp: Garrisons.for_control_point(cp) for cp in ordered_capturable_points
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enemy_battle_positions={
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cp: BattlePositions.for_control_point(cp)
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for cp in ordered_capturable_points
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},
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oca_targets=list(finder.oca_targets(min_aircraft=20)),
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strike_targets=list(finder.strike_targets()),
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