Changed garrison terminology to battle position. (#2352)

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

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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)